Author Topic: Damage Texture Experiment  (Read 5963 times)

Offline metalnick

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Re: Damage Texture Experiment
« Reply #20 on: January 30, 2011, 01:45:53 PM »
Yeah I saw that. But I have not seen those textures anywhere in the game at all with NanoFX enabled  :hithead:. So I'm guessing there's an override somewhere. But I'll see about adding some more to these textures and seeing what you guys think. Edit: I'll see about incorporating Kirk's idea and seeing how that works.
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Offline metalnick

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Re: Damage Texture Experiment
« Reply #21 on: January 31, 2011, 01:33:13 AM »
Did a lot of tweaking and still could not get results much better than my initial attempt although I did alter the alpha channel of the surface texture so there's more bleed through from the Nano textures underneath. Screens below. You guys like it better like this or the way it was before?
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Offline 007bashir

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Re: Damage Texture Experiment
« Reply #22 on: January 31, 2011, 01:55:55 AM »
I quiet like those. Thought the first pic is from st generations.

Offline fox105

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Re: Damage Texture Experiment
« Reply #23 on: February 01, 2011, 01:16:45 PM »
These look fantastic  :D

Offline metalnick

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Re: Damage Texture Experiment
« Reply #24 on: February 25, 2011, 09:21:10 PM »
Update time. One thing that always kinda bugged me was the purpley-grey tint to the one texture. So converted to black and white and voila! Seems like I have a thing for blowing holes in DJ's ships  :evil:
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Offline Captain_D

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Re: Damage Texture Experiment
« Reply #25 on: February 27, 2011, 01:17:11 PM »
Update time. One thing that always kinda bugged me was the purpley-grey tint to the one texture. So converted to black and white and voila! Seems like I have a thing for blowing holes in DJ's ships  :evil:

SHAME ON YOU!!!,,,,,,, :D

Damage is looking good, nice job. :thumbsup:

Offline metalnick

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Re: Damage Texture Experiment
« Reply #26 on: March 07, 2011, 11:56:15 PM »
More Screens. This is what happens when you try and take on a superior enemy  :P Also a close up of a freighter so you guys can get a better look at the textures. I really like them where they are at and if you guys concur I'll see about releasing through the MoS or something.
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Offline Killallewoks

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Re: Damage Texture Experiment
« Reply #27 on: March 08, 2011, 06:07:48 AM »
Man great work i really like the combination of fire and just scorched hull, keep it up and these may well replace my stock Nano ones as im quite attached to those.  :funny

Offline 007bashir

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Re: Damage Texture Experiment
« Reply #28 on: March 08, 2011, 07:27:05 AM »
Hm looks very interesting. Cant wait to test them.

Offline metalnick

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Re: Damage Texture Experiment
« Reply #29 on: March 08, 2011, 06:04:12 PM »
http://www.mediafire.com/?js14d5t4c58ke4m

Here it is guys. Take a look since screens can't really do these justice imo. Any feedback is highly appreciated.
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Offline Nihilus

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Re: Damage Texture Experiment
« Reply #30 on: March 08, 2011, 09:13:18 PM »
http://www.mediafire.com/?js14d5t4c58ke4m

Here it is guys. Take a look since screens can't really do these justice imo. Any feedback is highly appreciated.

They look pretty good to me.

Offline metalnick

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Re: Damage Texture Experiment
« Reply #31 on: March 08, 2011, 09:15:44 PM »
Thanks. I tried to do some bump mapping with the interior textures to give them a bit more flair but it didn't work too well. Might take another stab at it.  :thumbsup:
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Offline Jb06

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Re: Damage Texture Experiment
« Reply #32 on: March 09, 2011, 07:43:47 AM »
Do you mean something like this? I havent tried it, but it you have normal mapping in PS, its pretty easy to do.

~Jb

Offline metalnick

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Re: Damage Texture Experiment
« Reply #33 on: March 09, 2011, 10:16:32 AM »
yep that's what I tried to do. I did it with GIMP shop. But somehow the tga got corrupted and turned into a multi-colored static... :hithead:
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Offline King Class Scout

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Re: Damage Texture Experiment
« Reply #34 on: March 09, 2011, 11:28:43 AM »
Quote
yep that's what I tried to do. I did it with GIMP shop. But somehow the tga got corrupted and turned into a multi-colored static...

that happens a lot with some programs.  they read an image as a bunch of "same colored" pixels and overcompensate, i think.  and it's not just bump-mapping routines.  sometimes just trying to clean up something will result in that kind of mess.  i always work big because of that kind of thing.
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Offline sovereign001

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Re: Damage Texture Experiment
« Reply #35 on: March 11, 2011, 04:17:02 PM »
Looks good! I tried it aswell in my early days (released it but was crap). The problem is always, its great for small damage spots, but if you damage a great part of the ship, its one big orange spot.

Is it possible for you, to recreate the particles that escape from the damage?


like you see here. Perhaps remove the plasma that escaped from the nacelles, and change it by small yellow/orange shapes?

Offline metalnick

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Re: Damage Texture Experiment
« Reply #36 on: March 12, 2011, 12:22:01 AM »
As far as I know Nano FX already has an effect for that. But I might see if I can spruce up those particles a bit if I can find them.
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