Tremulous Forum
Media => Map Releases => Topic started by: Ingar on December 16, 2010, 10:27:50 pm
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After seeing Superpie's High-Resolution ATCS Texture Replacement (http://tremulous.net/forum/index.php?topic=10491.0) I wanted to know what it would look like If I applied the texture pack to the original map and recompiled the lot.
I think the end result looks pretty nice. The main goal for this release is to test performance on less powerfull graphics cards.
If everything turns out fine, this could become a worthy successor to the original ATCS. Texture resolution has been doubled,
and I used _lightmapscale 0.25 for extra crisp shadows.
The map is votable on the official servers, just callvote nextmap atcshd.
I'm especially interested in general performance reports from players with low-end machines,
and large games in particular.
Thanks to
* Jex for letting me (ab)use the original ATCS
* Superpie for assembling the high-res texture pack
* TRaK for his texture sets
2011-05-24: release gpp2
* Replaced the skybox, tuned sky light.
* Added small lights to the base front entrances.
* Replaced fan texture with real fans.
* Tuned down the tunnel fog.
* Corrected some ghost lights in the bunker.
* Replaced eq2_floor_5 with webtreats_metal_1.
* Replaced eq_floor04 with trak4_tile2b_atcshd.
* Replaced pipe texture.
* Added smoke machine to the tunnel midway.
Download:
map-atcshd-gpp2.pk3 (http://downloads.mercenariesguild.net/maps/map-atcshd-gpp2.pk3)
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Needs more steampunk in the tunnel. Everywhere else too. That trim is too steampunky to pass up the opportunity.
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Map releases section?
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Map releases section?
This is somewhat of a special case: call it official mapping business.
This is a proposed change that might go into 1.2, but I think it would be nice to get some community response on this one before bluntly replacing the ATCS everybody loves and knows.
It is also a technical issue: my computer runs Uncreation at 125fps and it is hard to predict
how this will turn out performance-wise on your computer with a team of jetpackers
camping the sky.
And if ATCS actually is replaced, nobody will be able to say he didn't know ;D
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Wow, that looks awesome!
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The screenshots are beautiful. More HD textures please! :)
I'd even help if I didn't suck at it.
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I had idea about aading more brush details over atcs-hires texture packs. You totally ruined my idea! =)
Nice work in any case, Ingar.
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Just played a round on it (with some of my l33test MDing yet ;D), and honestly, I kind of miss the more somber, faded colors the original ATCS had. It looked like it had been lying there waiting to be used for a few years. This is like a brand-new arena. Plus, the beveling looks kind of crap, but with bump maps, they'd...
Excuse me, I'm getting new pants.
So yeah. CATAHA, there's still room for you to improve on these textures, if you still want to. Hell, I'm always interested to see how different artists handle it. So go ahead.
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This is great, cept the fog is too abrupt... should fade more.
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The big thing I'd like to see done with ATCS is replacing the textures of lights with actual lights, and turning the fan textures into actual fans. :P
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It looks a lot better... except the outside shadows. PLEASE use q3map_sunExt.
If we are getting an updated ATCS, how about some other fixes?
Some of the textures that have brighter/darker edges because they are *supposed* to be angled could be rotated/flipped.
The lightbleeding on bunker floor (and some other floors) should be fixed as it is much more noticeable now.
In bunker the horizontal lights shader atcshd/eq2lt_bmtl03light_300 blend image is .jpg, while the shader looks for .tga, which I assume is what's causing the light come from the center of the shader, not where the light actually is. Same with some other lights as well, but it's less noticeable.
In human base the thing in middle of ceiling doesn't have a different texture on the lower part of the side like the one in alien base.
The shadows on the outside ground have much less detail, possibly due to texture scale?
I'm guessing there won't be any gameplay affecting changes, but some obstacles/cover in the tunnel would be nice :dretch: <- :(
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F1 for putting this 1.2
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I don't understand the fog in the middle of the tunnel. What was the reason to add it and does it really add anything other than a confusing facial expression in players as they ponder why it is there. Or the "ability" to not see player names.
Minus the fog it's a great update though, although I do agree with Pazuzu. The contrasts are bad for ATCS in my opinion. The colours could be a lot more.. calmer.
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Realy nice work, 200fps (default locked) i love the fog, it give some chance for rushing dretch at the start. What i realy wanna see now, is a HD skybox for this map + some type of moving could ... Plz do it for me !!!!
Thanks
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I don't know if it's possible, but I think it would be awesome if the fog was moving. If it was swirling around a bit with little whisps coming off. It doesn't do that already, does it? :d
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On my fail comp, the Hall and fog doesn't bother my FPS at all, but I do get a pretty significant FPS drop when I'm first entering bases(especially from the outside)
And yeah, it looks almost too perfect...
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This is a great Idea, although to run wel on low end hardware, there should be some features like streaming textures into the engine? I don't know how this work but I think it's supposed to improve performance...
Also texture compression for people that can't run it higher than original atcs and it'll be fine !
[Edit] after trying this out, it's cool to have it HD, but somehow I don't like it, I even prefer superpie's textures... why? I think it's because it's brighter, and I think it fits better the style of atcs maybe? Oh and also, your textures looks too much like rocks, instead of metal wich it should obviously be at some places.
However I LOVE the fog effect !!!
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Bit... pleasant than older ATCS textures. For me least.
I don't suspect that fog affects to gameplay radically (note: haven't tested this.) It's more like enviromental ambience to me.
I don't know, is it just me, or is it really the new textures, but this seems to be more... tremish. Can't Explain it... it just is. :-\
Good work anyway. :)
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I like it. The fog's perfect, though as stated I'm not sure how it got there. Make a ruptured pipe or something?
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I think the high res textures add the certain amount of polished-ness that ATCS has always - not necessarily lacked - but had the potential for. It feels much more like a final release now compared to its predecessor. I really like it.
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I really noticed today that the whole map feels larger...almost weirdly so...
Might just be the textures, but it's feels weird.
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I really noticed today that the whole map feels larger...almost weirdly so...
Might just be the textures, but it's feels weird.
interesting, i feel quite the opposite, the halls feel more narrow but somewhat higher.
fog is very cool!
i agree that atcs should be a bit more weared dow. after all, this map suffered the most from bodies hitting the floor.
what i dislike is the tiles of the floor. it gives a public toilet feeling. i'm begging for a change, Mr Ingar!
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"Sarge! Where are you?!"
"I am in foggy public toilet."
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what i dislike is the tiles of the floor. it gives a public toilet feeling. i'm begging for a change, Mr Ingar!
+1
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I am hosting atcshd only server. If you want to play/try map, you can try it there.
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Draz you spaz. You can't host a all time favourite, not hosting the hvh like you said on your website, now hosting atcshd-only server.
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Draz you spaz. You can't host a all time favourite, not hosting the hvh like you said on your website, now hosting atcshd-only server.
I have never hosted hvh server and this doesn't belong here.
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Draz you spaz. You can't host a all time favourite, not hosting the hvh like you said on your website, now hosting atcshd-only server.
I have never hosted hvh server and this doesn't belong here.
Next time on Tremulous.net:
Drama!
Will you guys ever grow up? This is like a bad episode of Jersey Shore.
Scratch that. It's like ANY episode of Jersey Shore.
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Scratch that. It's like ANY episode of Jersey Shore.
I was going to ask...
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IF ONLY WE HAD BUMP MAPS....MY i7 CAN DO A LOT MORE THAN RUN THIS GAME.......
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IF ONLY WE HAD BUMP MAPS....MY i7 CAN DO A LOT MORE THAN RUN THIS GAME.......
Your i7 has nothing to do with shader effects.
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Obviously it can't, I guess what he is wishing to say is that PC can do much more then what trem provides.
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Obviously it can't, I guess what he is wishing to say is that PC can do much more then what trem provides.
BUT HIS I7 HAS GAINED CONTROL OF THE CAPS LOCK KEY......AND THE PUNCTUATION TOO.......
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Nice! I think this is definitely an improvement over the current ATCS.
I don't know if it's possible, but I think it would be awesome if the fog was moving. If it was swirling around a bit with little whisps coming off. It doesn't do that already, does it? :d
This could be partially simulated with an animated shader on or below the surface of the fog volume. Whisps can be done using particles, though it'll need to be slow and subtle to avoid spoiling it IMO.
I like it. The fog's perfect, though as stated I'm not sure how it got there. Make a ruptured pipe or something?
Well, the skirting around the base of the walls look like grilles of sorts - perhaps the fog seeped through them. A leaking pipe could be a nice touch but in the centre of the corridor where the bases are well out of view, so as to avoid crushing framerates.
IF ONLY WE HAD BUMP MAPS....MY i7 CAN DO A LOT MORE THAN RUN THIS GAME.......
Indeed it can. However, sadly, it is unable to detect misuse of the caps lock key.
Anyway, please feel free to make those bump maps and the appropriate modifications to the engine so they can be of use.
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This is one of the things I still dont get ::)
Warsow is based on the same engine, yet the game still has bump maps and specularity maps....
I think that they are using GLSL to achieve this, so why doesn't tremulous follow suit?
I have testing making normal maps for tremulous weapons, and they look absolutely AMAZING! :D
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yeah, normal mapping would be awesome, if i knew how i would try it.... WHERE THE HELL DID WARSOW PUT THEIR SVN OR GIT REPO!
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Warsow is based on the same engine, yet the game still has bump maps and specularity maps....
Er, it is? Are you sure? Do you lump all of the quake engines together as one?
I have testing making normal maps for tremulous weapons, and they look absolutely AMAZING! :D
AWESOME! Go on, let's see how AMAZING they look, but maybe you should post the screenshots over on one of the epic HD trem threads, rather than derailing this one with such bollocks.
WHERE THE HELL DID WARSOW PUT THEIR SVN OR GIT REPO!
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A tiny amount of googling suggests that only devs have access to their version control, what do you want it for anyway?
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Warsow is based on the same engine, yet the game still has bump maps and specularity maps....
Er, it is? Are you sure? Do you lump all of the quake engines together as one?
I have testing making normal maps for tremulous weapons, and they look absolutely AMAZING! :D
AWESOME! Go on, let's see how AMAZING they look, but maybe you should post the screenshots over on one of the epic HD trem threads, rather than derailing this one with such bollocks.
WHERE THE HELL DID WARSOW PUT THEIR SVN OR GIT REPO!
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A tiny amount of googling suggests that only devs have access to their version control, what do you want it for anyway?
To look at how they did shadows/normal maps
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If you want to understand how OpenGL shadows or normalmaps work, you should better read some of the thousands of tutorials for this.
If you're looking for code to copy and paste into the ioQuake3 engine, you should look at the XReal code, it's much closer to Q3 than Warsow (and as a bonus the code is actually public).
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Played on it a bit, I have an older mac and it runs fine with smaller games.
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it doesn't 1ook any better, just different textures
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it doesn't 1ook any better, just different textures
And fog, and shadows.
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Yeah, I made that claim without any research ::)
Yeah, I remember hearing that it was made on the quake 3 engine, but it mustve been heavily modified or something.
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The map was great and no lag(yes, my pc is crap so thats saying something).
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I played a bit on this map and have to say it really looks great and the change doesn't seem to affect my framerate. I second everyone that F1s for including it in 1.2.
Having said that, I also agree with Optimus:
what i dislike is the tiles of the floor. it gives a public toilet feeling. I'm begging for a change, Mr Ingar!
Besides the public toilet feeling, with all the fights going on, the tiles look new and shiny, that's very odd.
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I don't like pipes texture and lines around other textures. That shadows are strange and near bunker entrance it seems buggy.
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pipe textures aren't good :(
But whatever if he wants to he can change it, if not it's better than no textures.
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yeah, normal mapping would be awesome, if i knew how i would try it.... WHERE THE HELL DID WARSOW PUT THEIR SVN OR GIT REPO!
You could try Sauerbraten, their normal-mapping is pretty sweet...
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You could try Sauerbraten, their normal-mapping is pretty sweet...
Ye i'd like to see those textures and lightinf in atcs. But its Cube2 engine...
(http://sauerbraten.sourceforge.net/newer/screenshot_66363.jpg)
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I love it when people post such shitty screen shots of "better" engines.
There's nothing in that shot you can't do in trem.
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I beg to differ. I see bump-mapped shading in that shot... Oh, and that's Cube 1, not Sauer. Pretty big difference.
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There's nothing in that shot you can't do in trem.
Are you mapper? I am. As Pazuzu noticed there is bump-mapping. Tremulous cant use it.
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There's nothing in that shot you can't do in trem.
Are you mapper? I am. As Pazuzu noticed there is bump-mapping. Tremulous cant use it.
Oh yeah. I just noticed floor. I love how bumpmapping makes all unrealistic and shiny, but it sure is cool looking!
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Are you sure that's not sauerbraten? i don't remember bumpmapping in cube, and the overall style looks like sauer to me.
Yes there's some bumpmapping but the most notable things are a different, darker grungier texture set and lighting style to those you tend to see used in trem maps. Over the top specular reflections aside, what can we see in that scene that you can't do in trem?
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Maybe it's an earlier version, but the icons in the shot are several years out of date. As in, at least four years old.
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Oh yeah. I just noticed floor. I love how bumpmapping makes all unrealistic and shiny, but it sure is cool looking!
Proper usage of bump-mapping for 'realism' and good looking depends on mapmaker skill and patience, not on engine. You can make crapmap with any modern engine if you dont know how use engine possibilities. =D
UPD: After all I like the dark style textures and overall atmosphere of the place in the screenshot. Even without bump-mapping such textures on map like ATCS can give more trem-style atmosphere.
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I love it when people post such shitty screen shots of "better" engines.
There's nothing in that shot you can't do in trem.
I agree.
Too many people many noobs pepper their work with features that are used improperly.
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There's nothing in that shot you can't do in trem.
Are you mapper? I am. As Pazuzu noticed there is bump-mapping. Tremulous cant use it.
Oh yeah. I just noticed floor. I love how bumpmapping makes all unrealistic and shiny, but it sure is cool looking!
The shininess is a problem with specular maps, or a lack of.
I love it when people post such shitty screen shots of "better" engines.
There's nothing in that shot you can't do in trem.
I agree.
Too many people many noobs pepper their work with features that are used improperly.
But if this feature was implemented, it would hopefully be worth it for the amazing maps produced?
Also, I thought about normal mapping the weapons, rather than the map itself.
Anyway, this new texture pack is great! Maybe an update for the other default textures would be enough so that it would not even need normal maps.
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here is the basics.
Basically my credentials are from Blender(not game engines at all), and I've been using Blender for 2 years, Maya for 2 years before.
So I have an idea of shaders and such.
getting bump mapping would be nice,
it would help however you need to add a normals/bump channel top the textures.
Bump mapping using bad textures won't look well.
You need new textures to make it look better.
Then with bump mapping you want more(the effort for new properly licensed texture is high or costs money),
say MD5s, higher vert count, etc.
Your better off looking into XReal at that point unless we can "easily' integrate features without much effort(heck if someone wants to add bumpmapping or such then do it!!!!).
Why XReal? It's practically a drop in solution for trem.
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here is the basics.
Basically my credentials are from Blender(not game engines at all), and I've been using Blender for 2 years, Maya for 2 years before.
So I have an idea of shaders and such.
getting bump mapping would be nice,
it would help however you need to add a normals/bump channel top the textures.
Bump mapping using bad textures won't look well.
You need new textures to make it look better.
Then with bump mapping you want more(the effort for new properly licensed texture is high or costs money),
say MD5s, higher vert count, etc.
Your better off looking into XReal at that point unless we can "easily' integrate features without much effort(heck if someone wants to add bumpmapping or such then do it!!!!).
Why XReal? It's practically a drop in solution for trem.
*deep breath*
No.
There is no "drop-in solution" for the problems you described. XReal will not magically create a new set of textures. XReal will not add normal maps to existing textures. Maybe the vert count will be higher, but the models will still be the same, and XReal won't make them more detailed to take advantage of the new ceiling. XReal is not a silver bullet. It's a game engine, and nothing more. Porting Tremulous to XReal would be a nice idea, just for the improved engine, but all the changes you want would take a shit-ton more effort than you think.
I agree with you about one thing, though. Tremulous needs a graphical overhaul at some point if it wants to stay afloat; the graphics are several years out of date, and only getting older. Just treat it with a bit more gravity than this. Doing one thing isn't going to make Tremulous on par with Halo or CoD.
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(Ingar please feel free to tell me to can it or delete my posts if you think I'm mucking up your thread.)
I already stated that.
A new engine won't make anything look better without redoing assets.
You can't brew textures from crappy ones easily.
You can't make geometry from nothing.
You can't make channels from nowhere(you can derive them though) easily,
you need shaders and inputs to make them work properly unless you want grey everything
Did I say it was easy?
No.
But I did say if you get bump mapping in you need new textures,
then you will want more for the new texture effort plus you will still have the same old models.
In the end I concluded you'd get your best bang for your buck with XReal because you wouldn't be making new textures and have the same old limitations.
"Drop-in" isn't the proper word,
more like "porting with minimal work compared to some other foreign engine. And more than likely being easier than adding new features individually".
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here is the basics.
Basically my credentials are from Blender(not game engines at all), and I've been using Blender for 2 years, Maya for 2 years before.
So I have an idea of shaders and such.
getting bump mapping would be nice,
it would help however you need to add a normals/bump channel top the textures.
Bump mapping using bad textures won't look well.
You need new textures to make it look better.
Then with bump mapping you want more(the effort for new properly licensed texture is high or costs money),
say MD5s, higher vert count, etc.
Your better off looking into XReal at that point unless we can "easily' integrate features without much effort(heck if someone wants to add bumpmapping or such then do it!!!!).
Why XReal? It's practically a drop in solution for trem.
To me, that looks like you were advertising XReal as a drop-in solution for the above problems. Try and tell me it doesn't look that way, seriously.
because you wouldn't be making new textures
What will, then? XReal? New models call for new textures, unless the UV unwrap is completely identical, which means the model would have to be completely identical too.But I did say if you get bump mapping in you need new textures,
then you will want more for the new texture effort plus you will still have the same old models.
In the end I concluded you'd get your best bang for your buck with XReal because you wouldn't be making new textures and have the same old limitations.
I'm not endorsing Sauerbraten over XReal (octrees? really?), but let me say this again: XReal is just an engine. To implement bump-mapping with any engine, you'll need the texture set from before, plus normal or depth maps. XReal is no different, unless it can magically make those normal maps for you, from the textures given. Maybe I just have no idea what you're trying to say about XReal. Is it even related to what you're saying about bump-mapping?
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What will, then? XReal? New models call for new textures, unless the UV unwrap is completely identical, which means the model would have to be completely identical too.
AFAIK XReal support MD3 models, so u dont need any changes. Yes, its also support MD5 models.
I'm not endorsing Sauerbraten over XReal (octrees? really?), but let me say this again: XReal is just an engine. To implement bump-mapping with any engine, you'll need the texture set from before, plus normal or depth maps. XReal is no different, unless it can magically make those normal maps for you, from the textures given. Maybe I just have no idea what you're trying to say about XReal. Is it even related to what you're saying about bump-mapping?
Engine possibility for bump-mapping not forcing you use it always. Bump-mapping its just one of shader stages. No maps for this stage - bump-mapping not applied. So with improved (but compatable) engine you still can use old assets, but have tools for make better one.
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PLEASE lets not post the same exact arguments in every thread that is somewhat related to graphical updates.
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i think everyone, including Ingar missed the point. ATCS is a terrible map. 1.2 and ATCS dont mix. Period.
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i think everyone, including Ingar missed the point. ATCS is a terrible map. 1.2 and ATCS dont mix. Period.
atcs has always been a horrible map but atleast it looks good now
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ATCS has good gameplay....
Ingar feel free to delete my posts and tell me to shutup...
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I'm still not sure that ATCS HD is an improvement overall, i like the lighting, the fog idea's ok, but so many of the textures just look out of place or unfinished.
Ingar feel free to delete my posts and tell me to shutup...
(Ingar please feel free to tell me to can it or delete my posts if you think I'm mucking up your thread.)
If you feel that you're so likely to be mucking up his thread why not just stop posting, of your own accord? I'm sure ingar feels free to remove anything he feels the need to, there's no need to give him permission.
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here is the basics.
Basically my credentials are from Blender(not game engines at all), and I've been using Blender for 2 years, Maya for 2 years before.
So I have an idea of shaders and such.
getting bump mapping would be nice,
it would help however you need to add a normals/bump channel top the textures.
Bump mapping using bad textures won't look well.
You need new textures to make it look better.
Then with bump mapping you want more(the effort for new properly licensed texture is high or costs money),
say MD5s, higher vert count, etc.
Your better off looking into XReal at that point unless we can "easily' integrate features without much effort(heck if someone wants to add bumpmapping or such then do it!!!!).
Why XReal? It's practically a drop in solution for trem.
*deep breath*
No.
This assessment is true only if you want to look at the visual graphical portion of XreaL. Under the hood you have goodies like GPU Vertex Skinning, VBOs, support for many real-time dynamic lights(more than 8), and many other massive improvements to performance(no 25,000-30,000 poly limit). There is also a nice LUA-based particle system that's fast as hell.
In addition to the stuff you don't 'see', you get the following for free, without needing new assets:
HDR rendering that doesn't make the scene look horrible.
A nice bloom shader that doesn't make it look like you jizzed on your monitor('shine' shader is more accurate in this case imo).
Real-time shadow mapping that actually works.
Remember, these are all toggleable via cvar so they are optional. This includes the under-the-hood stuff too.
Like I've said 9,001 times (http://xspblog.com/wp-content/uploads/2008/07/over9000_small.jpg) before: you port it to XreaL, and make the assets later(or hell, let the community go nuts). You'll have a ton of features and speed improvements. Yes, you'll alienate a bunch of people who have ancient hardware. In my opinion, it's not fair that the entire community has to suffer at the expense of people who can't be bothered to enter the 21st century in terms of gaming computing. If anything, the devs could use a switch in the code to disable everything XreaL and release two binaries, one that's for ancient clunkers, and one that's for people who want to actually use their hardware.
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alienate a bunch of people who have ancient hardware
/me looks at his ES1000 and cries.
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You know what would be the the worst if we port to Xreal?
You get about 100 features but due to your computer you can't even turn on half of that, then you want a new computer again. This is extremely annoying... EXTREMELY annoying! So, all I have to say to my favorite Nvidia 6200 AGP 256mb VRAM... "sorry, but... bye my love..."
Besides, all that stuff togglable using cvars? Are you joking me? Cvars are for goddamn nerds! A casual player getting a new game, what would he do? Of course check the options, but for gods sake, not the freaking console! Who the heck does search for console commands and all kind of vars for a game that he ran only for 5 minutes?
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are we going to get any more maps with a texture update??
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Besides, all that stuff togglable using cvars? Are you joking me? Cvars are for goddamn nerds! A casual player getting a new game, what would he do? Of course check the options, but for gods sake, not the freaking console! Who the heck does search for console commands and all kind of vars for a game that he ran only for 5 minutes?
Guess what the options menu does? They modify cvars. Of course the menu would be changed to let you turn on the new features.
/facepalm
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are we going to get any more maps with a texture update??
What map would you like to upgrade?
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What map would you like to upgrade?
I'd actually really like to see all of the default maps updated by various mappers around the community.
Your Face's take on Tremor, anyone?
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I thinked about tremor too =) At leas fix that ugly glitch with bugbuilding in basement.
Well... Right now i'm on finish like of 'Rusty' map. Gonna think about default map improvements after b1 release.
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At leas fix that ugly glitch with bugbuilding in basement.
IIRC that got fixed already some time ago.
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Yeah... I think i saw 'fixed' map release. But in most cases servers use common map version.
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Is bug building not affected by the glitch-building fix?
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are we going to get any more maps with a texture update??
What map would you like to upgrade?
well as many as possible they all look good but would be great to just update the look to something a little different
Is bug building not affected by the glitch-building fix?
maybe they fixed it haven't tested it in a while also there is a similar one on transit that would be good to fix
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Is bug building not affected by the glitch-building fix?
maybe they fixed it haven't tested it in a while also there is a similar one on transit that would be good to fix
Having never bug-built myself i'm unsure how to check, assuming you're familiar with bug building in those locations maybe you could give it a shot?
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Is bug building not affected by the glitch-building fix?
maybe they fixed it haven't tested it in a while also there is a similar one on transit that would be good to fix
Having never bug-built myself i'm unsure how to check, assuming you're familiar with bug building in those locations maybe you could give it a shot?
They released a fixed version of tremor, but I'm not sure where it's actively in use. I don't think the glitch building fix would affect that particular instance, because the fix was to make sure the model and bounding box for a structure couldn't be too far apart. In the tremor basement glitch, there happens to be a pipe outside of the normal playable map which is reachable by ckit, but does not have 'nobuild' applied to it.
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They released a fixed version of tremor, but I'm not sure where it's actively in use. I don't think the glitch building fix would affect that particular instance, because the fix was to make sure the model and bounding box for a structure couldn't be too far apart. In the tremor basement glitch, there happens to be a pipe outside of the normal playable map which is reachable by ckit, but does not have 'nobuild' applied to it.
Those areas just should have 'clip' brushes. =)
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No, no new release yet, but I need some help: I want to replace to toiletfloor, but I can't seem to find a decent
replacement texture. Suggestions are more than welcome.
I've attached the original texture used in atcs, and the replacement texture from atcshd.
What I'm looking for is something that looks like the original texture, but is at least 512x512
an has a permissive license.
(and yes, I moved the thread to Map Releases board ;D)
In bunker the horizontal lights shader atcshd/eq2lt_bmtl03light_300 blend image is .jpg, while the shader looks for .tga,
which I assume is what's causing the light come from the center of the shader, not where the light actually is.
Afaik the engine ignores the extension. The problem is that, with q3map2, light is always emitted from the center of the brushface.
The problem with eq2lt_bmtl03light_300 is that the actual light itself is just a small part at the bottom of the texture,
and it appears as the light is emitted from a solid concrete wall.
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If all else fails, there's always trak4_tile2a/b.
They look pretty close, if not exactly like the old tile.
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If all else fails, there's always trak4_tile2a/b.
They look pretty close, if not exactly like the old tile.
With some gimp magik, it does :D
Thanks for the tip KillerWhale, and kudo's to TraK for the texture.
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you could use more noise everywhere!
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If you had spend that time on actually making a texture, I would have used it, and you would have received credit.
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I rushed so the result was disappointing.
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I rushed so the result was disappointing.
It's also a bit too small for the surface it represents, and might cause obvious tiling in-game.
(twice the size would be a later better). My edit looks quite useable though.
I still appreciate the attempt.
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it was 512x512, not small at all
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it was 512x512, not small at all
The resolution was ok, but the area it represented was too small.
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GIMP->Filters->Map->Small Tiles...
;)
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might cause obvious tiling in-game.
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Yes, bump ;D
Short version:
http://downloads.mercenariesguild.net/maps/map-atcshd-gpp2.pk3 (http://downloads.mercenariesguild.net/maps/map-atcshd-gpp2.pk3)
See first post for the list of changes and screenshots.
(note: the pk3 replaces the previous one)
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I can't belive it, but the map got even more awesome. Your skybox fits the map perfectly (expecially the yellowish-color). I was unsure whether the fog-change was necessary, but looking at it I realise that it looks far better now.
EDIT: (see screenshot) I know that has been there since the original atcs, but I think the "warning texture" could be aligned so there is a smooth transition to the rest of it (Only if there is going to be another version of course).
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Looking good(judging by updated screenshots alone), can you get superpie to have another bash at the nut and bolt/rivet texture, it's the only texture that really stands out as seriously subpar at this stage.
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Very nice, a lot better than the previous one I think!
However, at least on my monitor, the tint on top of the bunker and in the view from there towards the alien base is too yellow, making me all the time think of vomit plastered all over my face.
Also, I preferred the old fans in alien/human bases, the new ones look kinda strange.
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Hey man, I was playing it just now and I love it so much!
There's some stuff with the textures that are bugging me a little though.
Would you mind If I fix some of these and post em here?
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ftw skybox
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ftw skybox
i popped on today and we were playing this map. gotta say, the skybox is my favorite part of the update.
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Hey man, I was playing it just now and I love it so much!
There's some stuff with the textures that are bugging me a little though.
Would you mind If I fix some of these and post em here?
Sure, or send me a pm or find me on IRC.
Superpie was kind enough to share the photoshop source files, you can download them here:
http://ingar.satgnu.net/tremulous/files/atcshd-superpie.zip (http://ingar.satgnu.net/tremulous/files/atcshd-superpie.zip)
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.
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Anyway, there were some spots on this texture that were making repetition obvious, so I did some touchups, and slight color adjustment.
The cleanup is awesome, but it is too brown now, the original was far more metallic.
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let me introduce you to gimp
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Anyway, there were some spots on this texture that were making repetition obvious, so I did some touchups, and slight color adjustment.
The cleanup is awesome, but it is too brown now, the original was far more metallic.
Looks nice... I agree with ingar, i think the dirt should be slightly more greyer, as (some) dirt tend to lost colour after a long period of time.
e.g. Chewing gum on the floor. Ever wondered what those black lumpy spots on the ground on the walk paths in cities are? They're gum.
But i think brown may be okay in this case, as atcs is built on a red planet.
EDIT: To ingar: Can you put the bunker back to normal? Its flipped, and i get confused. :( Also same applies to the skybox lighting, it somewhat feels different to the old atcsHD.