Transparrent Textures

ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
<div class="IPBDescription">Girders, Cables 'n' Trash</div> I've been experimenting with making transparrent textures, here's what 've come up with (see attahced).

What do you think?

Comments

  • Some_tall_guySome_tall_guy Join Date: 2002-08-12 Member: 1139Members
    edited May 2003
    those pipes in the middle look 3d <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    But i think the best would have to be the symbol in the middle.... hmm... seems familiar <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    keep it up and ull have a nice .wad in your hands
  • antyanty Join Date: 2003-02-05 Member: 13143Members
    the 3D-textures look great.
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    i love the central pipe. I also want to try some new wires and pipes textures, they do really add much atmosphere. nice job
  • marcosmarcos Join Date: 2002-06-26 Member: 825Members
    edited May 2003
    Looks very nice! The trash is a neat texture. But the wires looks alittle wierd.. Unatural in a way.
    Other than that, very nice done!
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    jeah make more of thoose.
    and try window-borders (submarine , spacestation) too.
  • antyanty Join Date: 2003-02-05 Member: 13143Members
    can you post a Hammer screenshot of the same scene plz? Because I want to know how the 3D-Pipe Texture is placed. I can't see if it is only one face or if it is broken into multiple faces. BTW: how looks the 3D Pipe if you're moving around? you are seeing it only from one site...
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Not the best textures, but a real benefit for every map anyway! Ok... someone tried to write some small text on those papers with an edding it seems. Make the text gray not black, try to get rid of black borders around the textures and make the plastic pipes rounder. But this only applies if you want to have them *perfect* in my eyes. btw... i have a palm tree to add. Not so good for a NS map? Y??? Every space station needs a recreation area with some plants from earth. Look at Unreal 2: there are bushes and grass everywhere. to be honest there is mor grass *inside* buildings than outside <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Ollj, fake windows, nice idea <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Anty, see attached

    NerdIII, I'll try that, not sure about the plants though...
    anty.jpg 172.1K
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    Excellent work, although you need to do a little more work on making a few of them look more 3D, in particular, the cables and the girder.
  • tseepratseepra Join Date: 2002-12-11 Member: 10530Members
    Very nice, but I think their too white. A little colour would be nice imo.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    edited May 2003
    Here's an updated shot (see attached). I've removed the gritty edges from the cables on the left, lightened the ink on the scrap paper, made up 4 port hole textures and move a few around so you cna get a better look.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    and you made the pic darker so we cant really see any difference.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Oops.. *applies gamma correction*
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->and you made the pic darker so we cant really see any difference. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> *g*

    To me it doesn't look much darker. To me it looks much better! Especially the paper and the cables without borders!! ...*finallytunesmonitorbrightnessup* Maybe... you could make this wad freeware ? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
    btw... will the new scattered-notes-texture replace the one in atomic mass?
  • leifbjleifbj Join Date: 2003-03-20 Member: 14733Members
    These textures are awesome! Please release soon. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    I especially like the idea of the trash. It would look good around, say a mess hall. I do have a suggestion, make other kinds of trash. For example, metal "bits" or wire that broke off onto the ground, glass from a broken light... etc. etc.

    Keep up the good work. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    NerdIII, the paper will be additional to the scattered sheets in AtomicMass rather than a replacement.

    Here's some more, probably the last before I release this batch.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    and some more techy bits...

    All constructive feedback appreciated.
  • DoctorJuiceDoctorJuice Join Date: 2002-02-13 Member: 212Members, Constellation
    omg Marine laundry <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    Looks good, Chrome
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    Now all we'd have to do is set it up so that skulk blood sprays ON the clothes. All of it looks like a winner to me though.
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    Well I'm just resurecting this thread coz CA might know how to solve the following problem <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> :

    How do I stop stuff from anti-aliasing when I numeric scale it in Photoshop? I have created a masked { texture (the ones with blue where it would be transparent). When scaling it down, the opaque parts merge with the blue (so it is no longer pure blue) and this looks ugly as hell in game. I tried putting the opaque parts in their own layer and deleting the background, but still it just anti-aliases as if there was a white background. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    I use paintshop pro myself, but I have the same problem. I've been working against a black background, once I've scaled it to the size I want I flood fill the black background with blue and zero tolerance, i've then been manualy painting out any of the unwanted anti-aliased bits.

    If it's the mip-maps that are anti-aliasing in wally make sure you reduce the color death to 256 colors *before* importing it (getting blue into palette index 256 is a bit of a ****, but you'll find a way, I did).

    Did I mention this WAD has been released? <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=31288' target='_blank'>Link</a>
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    In Corel PHOTO-Paint i create a mask on the blue area, fill the blue with black, resize the image, sharpen the mask that became blurry during the resize and fill it with blue again.
    Don't know how to sharpen the mask in Photoshop though <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
    With this method of course, the texture gets some black borders instead of the feared blue ones. So you might want to invert the mask (to select the opaque part of the texture) and use your painting skillz to color them right. As an example look at the wire textures CA made. Hasn't he excellently overpainted the black borders? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Damn... my connection was down. Imagine my post above Chrome Angels <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
    Some more: In Wally ther is a tool: Translate colors. Use this and select the index of 100% blue and the index 255. Make sure you have 'swap indexes' selected and click ok. This is the fastest way I know of.
    To kill those black borders I would use an effect brush like 'clone' or 'wipe'.
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    Doh, looks like there's no 'magic' solution. Guess I'll resize it against a greyish background. That will probably look least bad...
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    Here is a preview, if anyone's interested. Just some wires which are supposed to trail along the ground. The texture has been added (along a with a few new modified NS textures) to ven_ns_11.wad . This new version of the small wad can be got from <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=31288&st=0#entry406795' target='_blank'>here</a>.
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