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Re: Screenshots!

Posted: Fri May 25, 2012 6:53 am UTC
by E-Mxp

I think that's because of the texturing of the map.

But why doesn't the Dretch have a shadow?


Re: Screenshots!

Posted: Fri May 25, 2012 1:12 pm UTC
by KenuR

It looks horrible... you should do something with those textures


Re: Screenshots!

Posted: Fri May 25, 2012 5:15 pm UTC
by kharnov

Regarding the shadows: I have an antiquated graphics card, so I couldn't get the shadows just right. Thus I turned them off for the screenshots.

Regarding map textures: these are all Tremulous maps. Once people start making Unvanquished maps, with the increased support for various things, they'll look much better. For example, EmperorJack has been doing mapping work for Unvanquished. His maps will look better than the old Tremulous maps because they won't have the limitations imposed by the old engine.

Perhaps at some point, we can upgrade the textures on the old Tremulous maps, but that's not something that can be done through coding. Textures are stored as image files. You'd have to find higher resolution images, and it would be somewhat difficult to find the exact same textures used in the old maps. I'm not sure how you'd do that, but it's possible. Look at what Ingar did with ATCS HD.


Re: Screenshots!

Posted: Fri May 25, 2012 11:02 pm UTC
by Fuma

Using r_picmip 0 and turning up r_ext_anisotropic_filtering helps with ground textures.


Re: Screenshots!

Posted: Sat May 26, 2012 5:36 am UTC
by KenuR
kharnov wrote:

Perhaps at some point, we can upgrade the textures on the old Tremulous maps, but that's not something that can be done through coding. Textures are stored as image files. You'd have to find higher resolution images, and it would be somewhat difficult to find the exact same textures used in the old maps. I'm not sure how you'd do that, but it's possible. Look at what Ingar did with ATCS HD.

I know that, I'm not an idiot (well, maybe a little bit)
What I'm saying is that you should slowly replace Tremulous maps with new ones, but finding new textures shouldn't be too hard (they don't really have to be the same, they just need to be similar)
maybe I'll try doing that actually


Re: Screenshots!

Posted: Sat May 26, 2012 10:39 pm UTC
by velociostrich
KenuR wrote:

...but finding new textures shouldn't be too hard

Depends on what terms you want to distribute the map under; although you could certainly find textures faster if you included nonfree textures in your search, I think we'd like to avoid that. I honestly don't know how many free (as in freedom) texture repositories exist; I'm inclined to think this task would be a bit harder than one might initially imagine.


Re: Screenshots!

Posted: Sun May 27, 2012 5:37 am UTC
by KenuR
velociostrich wrote:

Depends on what terms you want to distribute the map under; although you could certainly find textures faster if you included nonfree textures in your search, I think we'd like to avoid that. I honestly don't know how many free (as in freedom) texture repositories exist; I'm inclined to think this task would be a bit harder than one might initially imagine.

Well obviously they have to be free textures, there are loads of them, but it's hard to find the right ones.


Re: Screenshots!

Posted: Sun Jun 10, 2012 9:42 pm UTC
by Holy Elvindor

I liked the way the blaster looks...
But... the shooting effect looks like a blue vortex?
That's a minor complaint though


Re: Screenshots!

Posted: Sun Jun 10, 2012 10:05 pm UTC
by velociostrich
Holy Elvindor wrote:

I liked the way the blaster looks...
But... the shooting effect looks like a blue vortex?

How do you suggest the blaster should look when firing? I'm not trying to be rude, I'm just trying to ask for an opinion more than "it looks bad" (which is an entirely valid opinion to have).


Re: Screenshots!

Posted: Sun Jun 10, 2012 10:49 pm UTC
by Holy Elvindor

You are right velociostrich
I guess I felt kinda shy to give new ideas
I don't know, looking again, is something that I certainly can get used to
Another option would it to be just straight flare lines but is very generic...