Here are the item renderings for the fusion weapons, though they will need to be downsized for use in-game.
Sorry for not responding earlier, just had a medical procedure and the that has put me out for a bit.
I'll look into making the new staff frames once I'm back up and running.
Eternal X 1.2
- General Tacticus
- Cyborg
- Posts: 209
- Joined: Apr 5th '13, 04:27
Look, a 3d scenery plugin: http://simplici7y.com/items/3d-scenery-for-m1
Look, an M1 Weapon plugin: http://simplici7y.com/items/tacticus-m1-weapons-redux-2
Look, an M1 Weapon plugin: http://simplici7y.com/items/tacticus-m1-weapons-redux-2
Thanks Tacticus! I hope you are healing well from your medical procedure.
Tonight's incremental texture progress:
That texture seems to be weirdly underused, took me over half an hour of running through several levels just trying to find this, the first close-up example of it in the game.
Tonight's incremental texture progress:
That texture seems to be weirdly underused, took me over half an hour of running through several levels just trying to find this, the first close-up example of it in the game.
Last edited by Pfhorrest on Feb 21st '18, 06:44, edited 1 time in total.
Even more boring texture progress today:
The rest of this week should be similarly boring, but then next week will get to the good stuff for this texture set.
With these two textures the Human set is just shy of 25% done now.
In other business: President People, since nobody else has commented on the updated monsters, and I'm pretty satisfied with them now, do you think you could incorporate those changes into the individual level physics files? I'm pretty sure the only differences level-by-level are monster friends and enemies, so it might be easier to replicate those differences across copies of your physics file than to copy the changes in your physics across all of them, but it's your call. Thanks again for all your help!
The rest of this week should be similarly boring, but then next week will get to the good stuff for this texture set.
With these two textures the Human set is just shy of 25% done now.
In other business: President People, since nobody else has commented on the updated monsters, and I'm pretty satisfied with them now, do you think you could incorporate those changes into the individual level physics files? I'm pretty sure the only differences level-by-level are monster friends and enemies, so it might be easier to replicate those differences across copies of your physics file than to copy the changes in your physics across all of them, but it's your call. Thanks again for all your help!
Tonight's tiny progress:
There's also a vertical equivalent of that too but I couldn't find an example of it and it's late and I'm tired so here's a screenshot I just thought looked cool:
There's also a vertical equivalent of that too but I couldn't find an example of it and it's late and I'm tired so here's a screenshot I just thought looked cool:
Last of this week's tiny boring progress:
Hopefully next week will be more interesting.
Can anyone played the first alpha yet? Any comments?
Hopefully next week will be more interesting.
Can anyone played the first alpha yet? Any comments?
- General-RADIX
- Cyborg
- Posts: 300
- Joined: Aug 8th '16, 15:02
I played the alpha for a bit a while back, but haven't got any new commentary, unfortunately.
The next texture set is coming along pretty well!
The next texture set is coming along pretty well!
welcome to the scene of the crash
Two! Two more textures! Ah! Ah! Ah!
Tonight's episode was brought to you by the letter Ω
Tonight's episode was brought to you by the letter Ω
Unrelated to tonight's progress above: I realized that I might have actually not redone the Jjaro set glow masks correctly after all. Maybe. I'll have to go double check those some other time when I remember it.
More of the same:
This seems like a good point to take a break from the Human textures and revisit the Jjaro glow masks tomorrow instead. Then hopefully finish off the rest of the mundane Human textures next week and start on the special textures for that set, then finish those off the week afterward. So, alpha 2 hopefully mid-March.
President People, are you still around?
This seems like a good point to take a break from the Human textures and revisit the Jjaro glow masks tomorrow instead. Then hopefully finish off the rest of the mundane Human textures next week and start on the special textures for that set, then finish those off the week afterward. So, alpha 2 hopefully mid-March.
President People, are you still around?
- ravenshining
- Vidmaster
- Posts: 892
- Joined: Jun 17th '17, 22:50
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If you're going to do glowmaps next, I noticed that on the human set, anyway, some glowmaps are exact copies of the base texture, rendering the entire texture to be unaffected by lighting. Maybe that was your intent, but if not you may want to revisit them.
For example, here's human grey texture 27's glowmap: Instead, I would do something like this: Which isn't going to show up well on the Pfhorums white background, so here it is against black (or in game, at a light level of 0% and from a distance):
For example, here's human grey texture 27's glowmap: Instead, I would do something like this: Which isn't going to show up well on the Pfhorums white background, so here it is against black (or in game, at a light level of 0% and from a distance):
I confess I might be a little bit confused about how glow maps work. I thought that the glow image, rendered at 100% lighting, got overlaid over the base texture (at whatever the applied lighting is), masked by the glow mask. So say you have a solid white base texture, a solid blue glow image, and a 50% grey circle on a black background for the glow mask. On a wall at 100% lighting, you'll see a bluish circle at 50% transparency over your white wall, while looking at a wall with 0% lighting from a distance, you'll just see the bluish circle at 50% transparency over black.
So by having my glow images the same as the base textures, it makes the parts that are white on the glow mask stay fully illuminated even in the dark from a distance (and parts that are darker on the glow mask fade toward the natural illumination). That's the effect I'm going for, so I don't see a need for different glow images. (Though now I'm thinking from my example above that colored glow lighting might be cool).
Do I not understand correctly?
So by having my glow images the same as the base textures, it makes the parts that are white on the glow mask stay fully illuminated even in the dark from a distance (and parts that are darker on the glow mask fade toward the natural illumination). That's the effect I'm going for, so I don't see a need for different glow images. (Though now I'm thinking from my example above that colored glow lighting might be cool).
Do I not understand correctly?
- President People
- Mjolnir Mark IV
- Posts: 352
- Joined: May 4th '10, 00:22
Still here, but haven't been getting much done for the last week or so. I'll have to fix that over the weekend!Pfhorrest wrote:President People, are you still around?
Love Marathon, and also play Doom on modern source ports? You might like these skins!
- ravenshining
- Vidmaster
- Posts: 892
- Joined: Jun 17th '17, 22:50
- Location: Hawai'i
...you do. I misunderstood thinking that the glow mask must be applied to the glow map, and while that does work, it's not how you intended to set things up.
No, the issue I noticed was the result of typos. In your MML, for the above texture anyway, you have:
<texture coll="20" bitmap="24" normal_image="Eternal-Data/Shapes/Walls/Set4_Human/1Grey/27.dds"
glow_image="Eternal-Data/Shapes/Walls/Set4_Human/1Grey/27glow.png"
glow_mask="Eternal-Data/Shapes/Walls/Set4_Human/xGlowMaps/27glow_mask.png"/>
but the directory is named "xGlowMasks." A1 fails to find the glowmask, and instead? relies on the alpha channel of the glowmap, which since it is 100% opaque results in a completely illuminated texture.
No, the issue I noticed was the result of typos. In your MML, for the above texture anyway, you have:
<texture coll="20" bitmap="24" normal_image="Eternal-Data/Shapes/Walls/Set4_Human/1Grey/27.dds"
glow_image="Eternal-Data/Shapes/Walls/Set4_Human/1Grey/27glow.png"
glow_mask="Eternal-Data/Shapes/Walls/Set4_Human/xGlowMaps/27glow_mask.png"/>
but the directory is named "xGlowMasks." A1 fails to find the glowmask, and instead? relies on the alpha channel of the glowmap, which since it is 100% opaque results in a completely illuminated texture.
hokay wow now I see why I was so underwhelmed with the effect of my glow maps, they weren't in effect at all.
Here's a screenshot with the folder renamed:
And here's one with my green-glow idea implemented:
I think I really like the latter, and I would make each set have glows of its signature color (white for jjaro, green for human, magenta for pfhor, orange for spht, azure for 'forerunner').
What do you think?
Here's a screenshot with the folder renamed:
And here's one with my green-glow idea implemented:
I think I really like the latter, and I would make each set have glows of its signature color (white for jjaro, green for human, magenta for pfhor, orange for spht, azure for 'forerunner').
What do you think?
Blargh and now that I'm trying to start on checking the Jjaro set glow masks as I planned to do today, I'm suddenly getting shit like this:
even though my setup looks like this and as far as I can tell there's nothing wrong with it:
What stupid thing am I overlooking here?
even though my setup looks like this and as far as I can tell there's nothing wrong with it:
What stupid thing am I overlooking here?
- ravenshining
- Vidmaster
- Posts: 892
- Joined: Jun 17th '17, 22:50
- Location: Hawai'i
Coloured glow maps are cool! I use them for the fusion pistol in M1R - it's very subtle, but when it's charged you can see the red of the LEDs reflecting off the metal band on the Marine's wrist as they blink. I like how your green lights turned out, I should consider doing the same since my use of 3-D models precludes the use of bloom.
I don't see anything wrong in that screenshot. It *should* have worked as far as I can tell. Otherwise you can do as I suggested before I spotted the typo, and pre-apply the glowmask to the glowmap. In the GIMP anyway you would open the glowmap, add a layer mask, paste in the glowmask, anchor, apply the layer mask, and save.
I don't see anything wrong in that screenshot. It *should* have worked as far as I can tell. Otherwise you can do as I suggested before I spotted the typo, and pre-apply the glowmask to the glowmap. In the GIMP anyway you would open the glowmap, add a layer mask, paste in the glowmask, anchor, apply the layer mask, and save.
Call Gimli's dad 'cause shit is gloin' y'all.
I expect I will want to tone it down a notch some time in the future.
I expect I will want to tone it down a notch some time in the future.
Oh and for the record if anyone is looking back on this from the future, the problem with the glow maps above was that the images involved weren't all the same size. (Specifically the old glow masks were a different size, but working on it later I found that if anything involved is not the same size it breaks).
Yeah the glow maps and masks have to be the same size. If you used DDS that would happen automatically
I don't believe they have to be the same size as the high res textures, though. So there's an opportunity to save some download size / RAM there.
I don't believe they have to be the same size as the high res textures, though. So there's an opportunity to save some download size / RAM there.
Feeling sick tonight so no new textures, but I made the glow effects a little more subtle:
Last night's progress reposted here:
So I kinda fixed that one that didn't quite look right last night, but somehow introduced a different problem I don't have time to fix tonight:
I'm still not sure how much I like it even in contexts where that's not applicable. Thoughts?
A new texture with a problem similar to the last one had last night that I'll also have to fix tomorrow:
And a much simpler new one too:
I really need to figure out a good way to do nicely bevelled text in Illustrator (seriously Adobe, it's been decades people have been complaining about this) for one of the textures scheduled for tomorrow so this one may be updated with that technique tomorrow too.
I'm still not sure how much I like it even in contexts where that's not applicable. Thoughts?
A new texture with a problem similar to the last one had last night that I'll also have to fix tomorrow:
And a much simpler new one too:
I really need to figure out a good way to do nicely bevelled text in Illustrator (seriously Adobe, it's been decades people have been complaining about this) for one of the textures scheduled for tomorrow so this one may be updated with that technique tomorrow too.
- ravenshining
- Vidmaster
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- Joined: Jun 17th '17, 22:50
- Location: Hawai'i
I think the green line idea tuned out great! Looks you're having another compression issue.
Actually there was no compression involved because my glow maps are still PNGs (for now at least?).
Anyway I fixed it:
Also fixed this:
And made some new stuff:
These just looked cool:
That's it for the generic majority of the Human texture set. Next week I hope to round off the special textures (switches, chargers, terminals, doors, windows, lights, and media), though that might spill over into the week after depending on how long it takes. Either way, 1.2a2 is coming up soon.
President People, I'd love to have your physics changes incorporated into the individual map files to include with that release!
Anyway I fixed it:
Also fixed this:
And made some new stuff:
These just looked cool:
That's it for the generic majority of the Human texture set. Next week I hope to round off the special textures (switches, chargers, terminals, doors, windows, lights, and media), though that might spill over into the week after depending on how long it takes. Either way, 1.2a2 is coming up soon.
President People, I'd love to have your physics changes incorporated into the individual map files to include with that release!