new textures - Project 2

Projects around retexturing and remodeling Descent

Moderators: Frustikus, simX, Aus-RED-5

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karx11erx
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Postby karx11erx » Mon Sep 28, 2009 6:37 pm

"Texture" tab -> "edit..." -> "load..."
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Postby Irontower » Mon Sep 28, 2009 7:21 pm

oohh, so simple to be embarrassed :roll:

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Postby Irontower » Mon Sep 28, 2009 8:12 pm

some of the textures with a smaller zoom

download http://goaruna.com/7w4

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Postby Sapphire Wolf » Mon Sep 28, 2009 9:14 pm

karx11erx wrote:Sapphire Wolf,

the leaves texture should work both ways, but you must put it on a (dynamic) wall (i.e. there must be a segment at the top of the tree trunk.


Oh, silly me! :P

And Irontower, you're doing a great job, keep it up!
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Postby Red_5 » Tue Sep 29, 2009 9:36 pm

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karx11erx
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Postby karx11erx » Tue Sep 29, 2009 10:39 pm

Irontower,

Du machst tolle Arbeit, aber ich habe ein Problem damit: Du schmeisst Texturen schneller raus, als ich Piep sagen kann, aber es gibt kein Muster, kein Schema, keine Ordnung, und es kommen immer wieder einzelne Texturen oder ein kleinerer Packen. Es wäre gut, wenn Du das mal zusammenfassen und kategorisieren könntest - dann könnte ich das auch vernünftig hosten. So ist es mir einfach zuviel, die Texturen einzusammeln, zu sichten und zu überlegen, wo ich sie dazu packe.

Seit dem letzten großen Update (dem 340 MB-Paket) hast Du ein paar Türen und andere Texturen nachgelegt. Gehören die in das große Paket (Descent2 Mod 2)?
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Postby Irontower » Wed Sep 30, 2009 8:01 am

Huch, Ich und Chaos ?!? A bisserl Chaos muß schon sein, ihr seid einfach zu langsam für mich. hehehe :twisted:
Na gut, na gut, dann räum ich mal zusammen - ((((wisch wisch tipp click :coding: ))))
sodale, Alles aufgeräumt :cheers:

base package ist v4.03 (340mb) danach upd v4.04, door1, door2, door3, upd v4.05 - alles zusammen gehört in "Descent2 Mod 2" :!:

natural textures sind nur für die Level Builder, eh klar, oder?
werden dann im nächsten Update integriert oder als Alternative angeboten.

Ok, ok, werd mich bessern :roll: wenn möglich... :wink:


for the english guys:

to get the my Chaos a little bit smaller her a overview what I released for "Mod 2" (in work) -

base package ist v4.03 (340mb) then upd v4.04, door1, door2, door3, upd v4.05 - put all this to "Descent2 Mod 2"

the natural textures are for the level builders only at the moment.
I will integrate them in the next update

hope all is clear now :hello:
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karx11erx
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Postby karx11erx » Wed Sep 30, 2009 8:20 am

Ok, thx. Will update the D2 mod #2 during the next days.
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Postby Frustikus » Wed Sep 30, 2009 12:16 pm

Moin,

gute Arbeit, Irontower. D2 wird langsam "erwachsen", jedenfalls rückt es näher an die Optik von D3 ran, nur eben ohne die gehassten Bonbon-Farben. Damit bekommen wir mit der Mod endlich das, was wir uns damals von D3 versprochen haben ;-). Natürlich nicht nur wegen der Texturen, nein, alle Erweiterungen und Effekte machen das erst möglich. Ich warte gespannt auf das final release ;-).
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karx11erx
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Postby karx11erx » Wed Sep 30, 2009 12:23 pm

Ich muss doch mal sagen, dass mir beim Anblick einer Deiner Türen beim Öffnen spontan ein leises "geil, einfach geil!" entfahren ist. ;)
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Postby karx11erx » Thu Oct 01, 2009 11:08 am

Irontower,

I am still dreaming of a complete set of hires replacement textures for D2X-XL, and you seem to be the one who could pull that off. As far as I am concerned the replacement textures wouldn't need to be clones of the original low res textures - you should just be able to relate the replacements to the originals. A very good example are your doors: They keep the basic structure, but also add variety by different colors, ornaments, etc. Same would go for let's say rock textures: Color schemes should correlate (i.e. don't replace a reddish original texture with a blue one), but apart from that the replacement texture could well look different in the sense your doors are different from the originals (more detail, structure, etc.). Another good example are your lamp textures - they look different than the originals, but you still see where they come from.

Some hires textures already have good replacements (particulary the powerups), but there'd also work to be done with e.g. the cockpits (I'd even add support for a true 3D cockpit of someone would build one - ASE format please).

I wish MetalBeast would return to the land of the living here ... :roll:
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Postby Irontower » Thu Oct 01, 2009 2:39 pm

Thank you all, nice that you like it :-)

A complete set I would also like and I'm working on it :wink:
Be patient. Much to do at time. I think I could finish the mod2 around Feb. - April 2010 with a complete basic texture set.
Fine tuning could be done after that. Most time is taken by that. At the moment I have finished the color calibration of the blue
set (rock282-292) and replaced two textures. Next I will do the rest of the doors, the biggest part of work. After this all the little misc etc..

Is Metalbeast ok so far?
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Postby Pumo » Sun Oct 04, 2009 1:14 am

A lot of your textures would be really useful on the (if i ever made my way to it) Pumo Mines sequel (Muchikuche). Specially the doors, they are so beautiful!! :)
You're really making a superb work on this.

Oh yeah, and i'm also worried about Metalbeast. How's he goin'?
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Postby MetalBeast » Sun Oct 04, 2009 1:39 pm

Hi, thx for asking,
I'm on the way to feel better and better, even if it still not really good ;)

Irontrower is making a great job with the textures ;)

I think, I will start next week with continuing my job on Phantom XL ;)

Greetings, MB
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Postby Kaizerwolf » Sun Oct 04, 2009 3:02 pm

Irontower, is it possible for you to create a more "natural texture" door? What I mean is, a door that goes along with your natural texture set. I've got a level that's basically tree-based, and I need some sort of earthen-type door to use. :D

Thanks if you can! If you can't easily do that, no worries. :)
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