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Posts
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Everything posted by Syko
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This is a good idea, but given the gargantuan size of my task already, adding in a large amount of additional details makes finishing this pack an impossibility. Since I have the PSD source files for these textures I could "loan them out" to other texture artists so that they can add additional details and stuff and make it look even better. My job right now is just making them higher res and adding a little more detail.
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I remade another texture. This has literally been the hardest and most time consuming texture I have ever made. It took about 2 and a half hours. Original (512 x 256) : Mine (2048 x 1024): Unfortunately though I literally found no place where this texture is in-game. There's another one that's a lot like it and all of the maps use that (mapd2.jpg). As of yet I can't find a map that uses mapd1.jpg. If someone finds a map that uses this texture, tell me and I'll make an in-game screenshot.
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I have the circles pretty much aligned now on that texture, but the seams seem to give it a sort of "paneled" look. Thoughts? Should the seam stay or go?
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Let's talk about that after I finish the pack. I'll probably go about this theme by theme. Assuming I finish doomgiver, then I'll probably do cairn as @@MoonDog has requested. Then Kejim. I love the Imperial themes, etc. Probably Bespin last. I dislike the Bespin theme. Anyone feel like making a 2048 x 2048 picture of Kyle to go on Galak's screen? I honestly am not sure how I'm going to do that.
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If you or someone else wants to do this, please do, because I'm not. I don't have time to learn something new and I don't even know what those are, haha.
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One question concerning legal stuff. Do I legally own the copyright to these textures, even though they are trying to be exact replicas of what Raven did? I made them from scratch, other than the overlay which is in the public domain. If I owned the copyright to these textures then If I gave permission these could be used in OpenJK without buying Jedi Outcast.
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I'll probably do the cairn floor texture next, but it'll be done tomorrow, no more time tonight. @@eezstreet, yeah, will work on that too. Also, other texture artists are invited to chime in.
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Yeah, if you really want it to look good, modeling the texture would make it look a lot better. Modeling is even more time consuming though and I'm a LOT more comfortable in Photoshop than I am in 3ds max, not to mention I haven't modeled something in over a year.
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Not at all, although it is very hard to explain with text alone. First I started with a base metal color, which I also made from scratch with a solid color with added noise + the blur, dodge and burn tools. That's another story. Anyway, I filled a 2048 x 2048 blank canvas with the base metal texture, and then I set out to make the shapes of the circles and lines. To make the circles I Shift + dragged to make a circle, and filled it black. Then, in Blending options I checked stroke and colored the stroke another color, which expanded the borders of the circle a little. Then I rasterized the layer and selected the colored border with the magic wand, and deleted the inside of the circle, so I effectively just had the border around the circle. Then I simply duplicated the circle and placed it accordingly with Raven's texture, and connected them with the black bars. After that I merged all of the circles and bars together, and I beveled and embossed them inward to give them depth. Then I lowered the opacity of all of the black circles and bars a little, and then added the rounded rectangle things with Photoshop's rounded rectangle tool. I had to edit the radius of the rounded rectangle though so it was fat enough, like raven's texture. Finally, I put a metal texture I had found on CGTextures over it and set it as overlay in the layers dropdown box, which gave it all of the metallic details without having to laboriously paint them all in (not to mention I suck at painting). I should write a tutorial when I have the time. Making textures is not very hard, but it's very time consuming if you want the final product to actually look good. That door texture took about an hour to make, although since the floor I made was simpler that took me like 20 minutes.
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Not as dramatic, but it still looks a little better. Old: New: Old: New: Would certainly look better with bumpmapping...hint hint.
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UPDATE 3-9-14 This project is now officially integrated with eezstreet's JK2: HD Project. Purpose The goal is to provide rebuilt, higher resolution textures for Jedi Outcast that are four times the size of the originals. Originally, I was planning to rebuild all textures for Jedi Outcast. What I've found however is that in most cases, the textures themselves are high enough resolution. What Jedi Outcast needs is not necessarily higher resolution textures, but normal/diffuse/specular maps, as well as a better lighting system and other certain things that only modifying Jedi Outcast's engine can provide. As such, I am only rebuilding textures that are of the following categories: Target 1) Light textures. Anything that has a glowing light on it. The reason for this is because crisper lights (and glow effects) look better. 2) Control panels. Players will walk up close to these, so it is important that they do not look awful at a close range. 3) Any kind of imperial screens and monitors. Again, crisper lines look significantly better. Gallery Everything I've done so far. Note that in each picture, only one texture has been replaced. http://www.moddb.com/mods/jedi-outcast-high-resolution-texture-project/images Legal Disclaimer Since I have created these textures from scratch, I retain full rights to each of them. Each texture is a ton of work. Some take no more than an hour, but the majority of them took me about 2-3 hours each, and one that probably took about 6 hours over two days. As such, I expect my work to be respected. These textures may not be used in any way shape or form unless I otherwise specify. Permission is given to eezstreet to use these textures exclusively in his JK2: HD mod for Jedi Outcast.
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http://www.youtube.com/watch?v=YlUKcNNmywk]http://www.youtube.com/watch?v=YlUKcNNmywk
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It depends on how you are going to install it. I've never tried to install another operating system while in another. I always reboot and format the partition first. It generally means less complications. If you tried to install Windows 7 within Windows 8 I have no idea what would happen. One thing I do know is that if you want to do dual-boot, you always have to install older OSes first, because Windows 7 will overwrite the Windows 8 files. I don't know why in the world you'd want to dual boot Windows 7 and Windows 8 though. You're best bet is probably to boot from your Windows 7 CD and format your main partition, and then install Windows 7 on that. Obviously, make sure you don't format any system or recovery partitions, and make sure to back up all of your data beforehand, because formatting the main partition will erase everything on it.
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OK, this is what it says in the debug output screen: 'engine.x86.exe' (Win32): Loaded 'C:\Windows\SysWOW64\psapi.dll'. Cannot find or open the PDB file.The program '[1592] engine.x86.exe' has exited with code 0 (0x0).
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I ran jampgame with the debugger, and it says unable to start program and then it gives me the path to jampgamex86.dll.
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I know, I fixed it via the cfg file. I set the r_custom height/width correctly and put r_mode -1, and it's at the correct resolution now. I'm just wondering if there's something you could do to OpenJK so you don't have to open a CFG every time.
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OK, I managed to compile MP code in VS2012 with no errors. But yet another problem. When I start engine.x86.exe it crashes on startup anyway.
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I just tried it. It isn't that bad, but the resolution is lower when it is supposed to be higher. I set the game on 1600 x 1200 and in actuality it is set on 640 x 480.
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I don't know if anyone else has this issue, but the maximum resolution I can run Jedi Outcast (or Academy for that matter) is always 1024 x 768. When I set it any higher than that it looks horrible - well below that resolution. Is this something that could be fixed with OpenJK?
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I still have one more issue with compiling it. After installing Visual Studio 2010 SP 1, all jasp.exe code compiled successfully. However when I compiled codemp, 3 builds succeeded, 3 failed. The engine.x86.exe also crashes when I run it. It's probably because of those 3 failed builds.
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Oh, good to know. EDIT: Also, by the way, Installing VS2010 SP1 has fixed the problem. Everything compiled successfully.
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Installing it now... Why doesn't the Jedi Outcast code compile? I'm interested in compiling that because of the removal of the CD check. It's such a pain for me to have to go and find my JO disk everytime I've wanted to play, and any No-CDs I've tried never work.
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Any more progress @@spior? If you're busy then that's fine.