Texture challenge!

YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
<div class="IPBDescription">Texture artists inquire within</div>A while back I posted an effects WAD containing two types of pulsating alien growth and one animated water texture. The animated water was used to replace standard HL liquid  effect (The '!' series of liquid textures) since it always ends up fullbright in the map (No shading, ick).

Over time I have grown dissatisfied with the results and have tried numerous times to replace it with better effects. The original used a basic ripple effect spread out over 8 frames, to try and duplicate the coded ripple in the HL engine, but the animation ran too fast.

HL has a limit of 10 frames for animating textures. The animation runs at 10 Hz, or 0.1 seconds per frame.

The challenge is whether you can create a 4-10 series of 128x128 images that looks like gently rippling water. Nothing overly wavy or choppy, just mostly calm water.

Seamlessly tiling would be nice, but I can always remove the seams myself. Post an animating GIF of your image when you're done, then later on we can go over the original PSD file for inclusion into a WAD. I'll post the wad of all the good liquid effects for public use, with some variations of different colours and murkiness <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

Comments

  • MechaMecha Join Date: 2002-05-01 Member: 564Members
    I might be able to do that for you. Right now I'm creating a little program in QuickBASIC that creates tiling water textures and their reflections. the animations will be ten frames long, you can decide how big you wan't the tiles and how many frames you want. I hope to finish it in the next week or so.

    If I have time <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    *BUMP*

    Cool <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • Parse_ErrorParse_Error Join Date: 2002-03-18 Member: 331Members
    There is nothing quick about QBASIC
  • MechaMecha Join Date: 2002-05-01 Member: 564Members
    Here's what I've done so far, all I wanted to create was some water reflections in my map. So that is what my animation is meant to represent, not the actual water surface.

    I am really disappointed about how the GIF turned out. It looks no way near as good as it does in-game. <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    I might be able to use that B&W set of images as displacement maps in Photoshop, then apply them to a bluish water texture and see if the ripples carry over nicely. I can then use Imageready to test out the effect before WADing it all.

    Email the originals to <a href="mailto:bdorner@sympatico.ca">bdorner@sympatico.ca</a> and I'll see what I can do with it. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • InfinityInfinity And beyond&#33; Join Date: 2002-01-25 Member: 50Members
    yama, u might wanna show us a test screen of the result <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • MechaMecha Join Date: 2002-05-01 Member: 564Members
    Yamazaki I've emailed you the pictures <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    maybe you could post that program in here?
  • MechaMecha Join Date: 2002-05-01 Member: 564Members
    If you have, and you know how to use SVGA then it could be of some use to you, otherwise I guess you will just have to wait till I make a windows application version on XBASIC.
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    k, kool, take your time, whenever its ready.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Mecha,

    That water texture looks pretty slick! I'd love to see some shots of it in-game when either you or Yama have a chance.
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