Help needed for texture
#1 Posted 09 April 2011 - 03:37 PM
If anyone has a little time to kill and already has the graphics program could you create one for me? No time consuming hand detailed type, unless you want to, but hopefully an auto-created one will work OK. Or if this texture is too detailed for the auto-create version let me know.
Thanks.
This post has been edited by Marked: 09 April 2011 - 03:39 PM
#2 Posted 09 April 2011 - 04:22 PM
#3 Posted 09 April 2011 - 04:27 PM
Edit: NOOOOOOO too late! Although my version has an alpha channel which could mean it has a parallax map baked into it.
This post has been edited by Micky C: 09 April 2011 - 04:29 PM
#4 Posted 09 April 2011 - 04:41 PM
#5 Posted 09 April 2011 - 05:17 PM
Adding a normal to the texture does produce a problem in my map. I used that same texture for some ceiling sprites and they look all goofy. I'll have to have a seperate copy of that texture without the normal.
This post has been edited by Marked: 09 April 2011 - 05:19 PM
#7 Posted 09 April 2011 - 07:05 PM
#8 Posted 10 April 2011 - 03:42 AM
You will notice the glitch a little in mapster. It kicks in even more in the game itself. As I said before, it shimmers like the texture is encased in ice. But if you look down on the sprite from above it looks normal except for a slight streching on 1 edge.
I noticed this glitch at least 6 or 8 months ago but no one else mentioned it. I figured it was either a problem on my end or no one else was mapping with sprite ceilings like I was so I kept quiet.
This post has been edited by Marked: 10 April 2011 - 03:45 AM
#9 Posted 10 April 2011 - 10:42 AM
#10 Posted 07 June 2011 - 05:06 PM
images are gone? will upload later.
now my questions, (I looked but did not find an explanation)
texture 3841 {
pal ? { file "dukedc/textures/_d.png" specpower ? specfactor ? }
normal { file "dukedc/textures/_n.png" parallaxbias ?.?? parallaxscale ?.?? }
specular { file "dukedc/textures/_s.png" }
}
What values would be appropriate?
Since I have not seen this myself, any suggestions for improvements?
Should I make a new topic? (If yes, delete, and I'll make one when I come back)
This post has been edited by Hank: 13 June 2011 - 03:06 PM
#11 Posted 07 June 2011 - 05:34 PM
Instead of making a ground texture i use sectors to make patterns. It makes it look more fresh. Though it takes a lot of time sometimes :S
#12 Posted 07 June 2011 - 07:05 PM
Look in a def file in the game for how another texture was entered in. Start out with similar numbers and see how it looks in the game. Then start tweaking the numbers until you like what you see.
#13 Posted 07 June 2011 - 07:58 PM
Marked, on 07 June 2011 - 07:05 PM, said:
Look in a def file in the game for how another texture was entered in.
Thanks. One down!
Still, if one is willing to give more hints ...
#14 Posted 08 June 2011 - 08:42 PM
On tiles014.art file I placed a fake floor tile in slot # 3837. In the autoload/polymer_hrp/highres/textures folder I placed the better resolution files. In the autoload/polymer_hrp/highrestexture.def I wrote arbitrarily
//Tiles014
texture3837 {
pal0 { file "highres/textures/rtile001_d.png" specpower 20specfactor 2.5 }
normal{ file "highres/textures/rtile001_n.png" parallaxbias 0.04parallaxscale 0.06 }
specular{ file "highres/textures/rtile001_s.png" }
}
I see the fake, but not the hi resolution. What am I missing?
sorry for the double post.
#15 Posted 08 June 2011 - 08:59 PM
"texture 3837" not "texture3837" etc
#16 Posted 08 June 2011 - 09:24 PM
Mblackwell, on 08 June 2011 - 08:59 PM, said:
"texture 3837" not "texture3837" etc
That's is the problem with the forum editor, it combines words. Still, here is the code straight from my editor, just in case it's a typo
// Tiles014 texture 17 { pal 0 { file "highres/textures/0017_d.png" } normal { file "highres/textures/0017_n.png" parallaxbias 0 parallaxscale 0.05 } specular { file "highres/textures/0017_s.png" } } // Tiles015
Is there a debugger for this?
I checked the file names, I am missing something obvious.
Or is there a link on how one should actually get custom tiles into this game?
I moved to tile number 17 to see if it just an issue with the tile files, same result.
I changed the texture script above. No change. It does not pass anywhere that tile.
Next I replaced an actual hi-res tile. No change. So it's a cache that reads the folder that needs to be updated.
This post has been edited by Hank: 11 June 2011 - 06:40 AM
#17 Posted 11 June 2011 - 06:43 AM
All known, to me, tile artist have visited the forum, so I'm bumping the topic, just in case it's gotten missed, after all DNF is number one topic.
I want to know how to integrate custom tiles into Eduke32. The goal is to issue tile014.art and tile015.at as place holder files and ship the hi-res files with the correlating number sequences in the zipped file. Any TC maker or mapper can pick and choose wanted tiles and simply rename the hi-resfiles name. Re-do Edit Art received a cool reception, fine, I'm not making a program for one download, yet what method/program is this community currently using?
#18 Posted 11 June 2011 - 07:01 AM
I found out that sometimes after making changes to the tiles I needed to delete my texture and texture cache files and let them be re-built next time you run the game.
I have never replaced a tile from the original HRP area like tile 0017 so I'm not sure if the new texture will show up in mapster's texture selector. You might have to add a line using the "tilefromtexture" command.
But even if it doesn't show in Mapster's texture selector, it will show on the editing screen and in the game if everything else is correct.
This post has been edited by Marked: 11 June 2011 - 07:12 AM
#19 Posted 11 June 2011 - 07:32 AM
Marked, on 11 June 2011 - 07:01 AM, said:
I found out that sometimes after making changes to the tiles I needed to delete my texture and texture cache files and let them be re-built next time you run the game.
I have never replaced a tile from the original HRP area like tile 0017 so I'm not sure if the new texture will show up in mapster's texture selector. You might have to add a line using the "tilefromtexture" command.
But even if it doesn't show in Mapster's texture selector, it will show on the editing screen and in the game if everything else is correct.
Thanks @ the bold, does this go into the game.con?
#21 Posted 11 June 2011 - 05:51 PM
#22 Posted 15 July 2011 - 04:06 PM
Thanks in advance.
This post has been edited by Marked: 15 July 2011 - 04:07 PM
#23 Posted 15 July 2011 - 09:39 PM
Here you go:
But you have to promise to show me a picture of it in-game
Edit: hmm, you might want to compress it.
This post has been edited by Micky C: 15 July 2011 - 09:41 PM
#24 Posted 16 July 2011 - 03:47 AM
ADDED: I was wondering if it's the program that seems to be adding a texture to the normal or if you added it in yourself. It looks kind of like a sponge texture. After taking these screenshots of without and with lighting I messed around with the contrast and softened it which improved a little but I'm still not completely thrilled with the results.
This post has been edited by Marked: 16 July 2011 - 04:35 AM
#25 Posted 16 July 2011 - 05:30 AM
Its the program adding that sponge looking texture. I'm sure that with enough messing with all the settings I can get what I want.