Circa Posted January 22, 2014 Posted January 22, 2014 I'm in the process of recreated a few of the base textures for this mod. Both recreating and improving in different areas. First up is the binoculars. They look awful in JK2, especially on larger screens, due to stretching those tiny textures. @@eezstreet wanted them to be more kin to the movie as well, so I used that as a big reference. My main goal however, was to get rid of that ugly foreground texture. This is obviously a WIP. Still some work to be done. Original: Movie Reference: Mine: I also will need to figure out how to use OpenJK JK2 mode to test my PNG version. JK2 doesn't support PNG format like JKA does, so I had to suffer through getting a TGA version working. So this one has a few odd looking edges that won't be there for sure already. Bek, Boothand, Mr.Zz and 1 other like this
eezstreet Posted January 22, 2014 Posted January 22, 2014 Oh wow, that looks really good! A few things that could be improved upon - the numbers/bar on the left could use a bit of touching up. It seems really sharp and bright in comparison to the other things. The black edges seem a bit too sharp, perhaps you could blur them a little bit. Also maybe you could touch up on the numbers at the bottom to display the range, so they're more movie-like? But that's a small point really and it does look good as it is now. Maybe add a small amount of faint noise to the black area so it appears to be textured? I do really like this though. It looks very good. I especially liked how you added the aurabesh text from the movies, I thought that was a nice touch.I'll have to see if I can make the battery bar green instead of yellow in order to match this. As for OpenJK JK2 mode, you just have to enable the "Compile with JK2 support" option on CMake (I don't know if buildbot builds with this option, I don't think it does), and then run with +set com_jk2 "1" in the .bat. It'll function exactly like OpenJK does now, but it'll run JK2 SP, and use JK2 assets as well as jk2gamex86.dll instead of jagamex86.dll. Circa likes this
therfiles Posted January 22, 2014 Posted January 22, 2014 Wow! Great job @@Circa! It looks much crisper and is much more akin to the source material. Maybe add some "HUD" to the binocular screen itself? See how there is a "bevel" in both JOs and in EP I's? Almost like a rounded rectangle that adds more visual interest. Could make it look a bit more interesting. Good work! Circa, Tempust85 and eezstreet like this
Circa Posted January 22, 2014 Author Posted January 22, 2014 Yeah, I realized afterwards that the green I used for the side stuff was a little too bright compared to the bottom. I can't really change the bottom easily because those numbers are used for other things in the game I believe. I could be wrong though. I'll keep working on the edges. They look worse than they are with that darn TGA. For some reason the battery changed on it's own. Not sure what happened there. The artificial glass texture isn't in mine for some reason. I made the foreground black because of the movie version, but also I felt like it needed a less prominent feel since it's the least important part of the binoculars. I could give it a subtle black texture though. I'll mess around with it. Wow! Great job @@Circa! It looks much crisper and is much more akin to the source material. Maybe add some "HUD" to the binocular screen itself? See how there is a "bevel" in both JOs and in EP I's? Almost like a rounded rectangle that adds more visual interest. Could make it look a bit more interesting. Good work!The rounded rectangles are actually there, you just can't seem very well in that image. You can faintly see the bottom right and left corners of them. They are the same as the original texture though. My PNG version will have new ones. therfiles likes this
Circa Posted January 25, 2014 Author Posted January 25, 2014 Any additional work on this, @@Circa?Slight changes. I'm working on getting OpenJK with JK2 support right now so I can work with my PNG. So complicated. :wacko:
eezstreet Posted January 25, 2014 Posted January 25, 2014 I can get you my already-compiled version, if you would like.
Circa Posted January 25, 2014 Author Posted January 25, 2014 I can get you my already-compiled version, if you would like.I'd prefer a Mac version. Don't hate me. I have one that @@redsaurus sent me awhile back, but I doubt it has jk2 support.
eezstreet Posted January 25, 2014 Posted January 25, 2014 See if @@redsaurus can build you eezstreet/OpenJK:jk2hd. That's where my code lives, and all of the changes will have no effect on compatibility. Circa likes this
Circa Posted January 25, 2014 Author Posted January 25, 2014 Once I get that to properly test this in-game, I should have the binoculars out of the way and I'll move on to the goggles. Feel free to suggest any other elements you want me to take a stab at.
eezstreet Posted January 25, 2014 Posted January 25, 2014 Once I get that to properly test this in-game, I should have the binoculars out of the way and I'll move on to the goggles. Feel free to suggest any other elements you want me to take a stab at.There's a few other things that I can think of, like the datapad for instance. Circa likes this
Circa Posted January 25, 2014 Author Posted January 25, 2014 There's a few other things that I can think of, like the datapad for instance.I forgot how ugly the datapad is in JK2. That'll be fun.
Circa Posted February 7, 2014 Author Posted February 7, 2014 Still waiting on @@redsaurus to help me out with getting OpenJK for Mac with JK2 support. He hasn't been on much the past couple weeks. Once I get that, I'll have these done in no time hopefully.
eezstreet Posted February 7, 2014 Posted February 7, 2014 If it's a severe enough issue, I can try and get a Mac VM running and see if I can get it compiled that way. As I recall, the only difference between my code and base is that it requires some extra stuff with Angelscript, and unfortunately the library linkage is a bit messed up in the CMake script.But at this point, I really am stretching myself quite thin.
Circa Posted February 7, 2014 Author Posted February 7, 2014 Don't make it a priority unless you're really wanting these textures done ASAP. It's up to you. I'm sure red will be on eventually.
redsaurus Posted February 7, 2014 Posted February 7, 2014 will probably do it in 2-3 days Circa likes this
Circa Posted February 7, 2014 Author Posted February 7, 2014 will probably do it in 2-3 daysSorry to bother you. Don't make it a priority if you're busy.
eezstreet Posted February 7, 2014 Posted February 7, 2014 will probably do it in 2-3 daysinform me of any issues that come up. You'll want Angelscript library to compile it, otherwise it should be ok. I'm updating the CMake stuff as I go so it should be fine.
Syko Posted March 7, 2014 Posted March 7, 2014 Speaking of textures you can use the ones I made if you want. Circa likes this
Circa Posted March 8, 2014 Author Posted March 8, 2014 @@redsaurus any idea when you'll get this to me?
redsaurus Posted March 24, 2014 Posted March 24, 2014 not today but in the next couple of days Circa likes this
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