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ForumsShowcase → textures
textures
2009-04-18, 3:13 PM #1
Free to good home.

Also requesting specific JK textures will motivate me to do more.
Attachment: 21753/00fstud1.jpg (54,136 bytes)
Attachment: 21755/09floor3.jpg (188,781 bytes)
Attachment: 21756/10wlip1.jpg (28,550 bytes)
Attachment: 21757/10wlip3.jpg (27,529 bytes)
2009-04-18, 3:15 PM #2
i wanna see dflt.mat
TAKES HINTS JUST FINE, STILL DOESN'T CARE
2009-04-18, 3:16 PM #3
what about to a bad home
2009-04-18, 3:16 PM #4
I love you.


Although, there is no obvious source of the light in the last one.
And when the moment is right, I'm gonna fly a kite.
2009-04-18, 3:16 PM #5
(jk)
2009-04-18, 3:18 PM #6
Together with all the ones the df2mod has, the few random ones Zully did, the few random ones I've done and the couple I've done for Zell's Nar, I might be able to gather up about a quarter of the game's overall textures.
2009-04-18, 3:20 PM #7
mine aren't exactly remakes for the most part
TAKES HINTS JUST FINE, STILL DOESN'T CARE
2009-04-18, 3:42 PM #8
.
Attachment: 21759/dflt.jpg (10,901 bytes)
2009-04-18, 7:41 PM #9
sux. the dflt looks nothing like the original. :colbert:
DO NOT WANT.
2009-04-18, 8:38 PM #10
It's the original scaled up. :|
2009-04-18, 9:41 PM #11
Need more detail.

2009-04-18, 10:14 PM #12
bro i really like the first ones, but that dflt just looks rushed
gbk is 50 probably

MB IS FAT
2009-04-18, 10:30 PM #13
Originally posted by JM:
It's the original scaled up. :|


guess i forgot the sarcasm tags :P
DO NOT WANT.
2009-04-18, 10:40 PM #14
Originally posted by Zell:
guess i forgot the sarcasm tags :P


[SARCASM TAGS]oh yeah, cuz "sarcasm tags" are soooOOOoooOO0000ooo0o0ooooOOOoll00000 necessary here[/SARCASM TAGS] <<<<<<sarcasm :rolleyes:
2009-04-19, 6:57 AM #15
But the new dflt is sitting in my texture directory...

I'm going to talk to the dfmod2 guy and see if he'd release all their nar textures for a jk-retexture pack of 16bit mats. Combine it with jkenhanced and see what happens.
2009-04-19, 4:12 PM #16
Yeah I was going to say, those would look great in JK.

Permission to use them in my Crysis recreation of JK?
2009-04-19, 8:05 PM #17
You can use any of mine. I have a few others too. (Misc objects; like the bottles in JK, and a couple of crates.) I'll ask about the ones from the df2mod.
2009-04-19, 8:12 PM #18
Xzero, please please please texture your entire canyon oasis in the new dflt.mat. :neckbeard:
DO NOT WANT.
2009-04-19, 8:14 PM #19
df2mod guy gives a tentative yes, but he wants any other remakes you get other places in exchange. And actually, I wouldn't mind that either.

If you want something specific let me know; I don't have the bandwidth to just go and upload all of them.
2009-04-19, 8:50 PM #20
Originally posted by Zell:
Xzero, please please please texture your entire canyon oasis in the new dflt.mat. :neckbeard:


You got it.
2009-04-19, 9:15 PM #21
Need to do the side.
Attachment: 21774/01funcft.jpg (118,526 bytes)
2009-04-19, 9:51 PM #22
This one sucks. :/
Attachment: 21776/19cpipe3.jpg (63,658 bytes)
2009-04-20, 10:33 AM #23
Well it actually looks really cool, i like the art style a lot, though it's far from realistic.
Author of the JK levels:
Sand Trap & Sand Trap (Night)

2009-04-20, 10:40 AM #24
It's kinda.. paint like.

Still really neat. Looks like something I'd fine in a concept image. lol
2009-04-20, 10:52 AM #25
Looks like JM started with an HQ4X version of the original texture.
2009-04-20, 1:46 PM #26
Kinda, but I didn't.

Actually since matmaster spits out indexed bmps, when I scale them up in photoshop without remembering to change them to rgb first they stay all pixelly.
2009-04-20, 2:29 PM #27
less bevel & drop shadow bro
2009-04-20, 2:51 PM #28
Not drop shadow. Outer Glow. :D
2009-04-20, 3:05 PM #29
Needs sauce.
TAKES HINTS JUST FINE, STILL DOESN'T CARE
2009-04-21, 12:40 AM #30
Make as many as you can :)
2009-04-21, 7:10 AM #31
Originally posted by JM:
Not drop shadow. Outer Glow. :D


And its functioning as a drop shadow :nonono::nonono::nonono::nonono:


(the rest are good though!)
[01:52] <~Nikumubeki> Because it's MBEGGAR BEGS LIKE A BEGONI.
2009-04-21, 9:05 PM #32
Did you know that jkls don't actually store proper texture coordinates? Instead of being in the range 0,1 they go from 0 to texture_size. In other words. FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUcccccc.
2009-04-21, 10:10 PM #33
Originally posted by JM:
Did you know that jkls don't actually store proper texture coordinates? Instead of being in the range 0,1 they go from 0 to texture_size. In other words. FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUcccccc.


why yes I did as a matter of fact
2009-04-21, 11:46 PM #34
Originally posted by JM:
Not drop shadow. Outer Glow. :D


:suicide:
2009-04-22, 5:41 AM #35
To get this to work I'd need to write something to go through all the jkls and 3dos and scale the texture coords. Scaling by a constant factor didn't look too bad on Nar, but not all the new textures are the same size relative their originals. So I'd need some sort of texture size database, and a tool to generate that. And then I'd have to parse much more of the jkl, too, to figure out which tcs went to which textures.

I did, however, already write a tool to batch convert jpg/tga/png/tiff/bmp to 16 bit mat.

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