Common/shared texures project

Common/shared texures project; support/discussion/questions

Moderator: thunderchero

Post Reply
User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 7848
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.

Common/shared texures project

Post by thunderchero »

Hi all ship modelers,

I suggested this in the delta flyer thread,

viewtopic.php?name=Forums&file=viewtopic&p=22640#22640

With DCER help UE will now check files with MD5 check sum and only add files when exact file is not present. This would allow this to happen if anyone is interested in using it.

First thing we need is to setup shared files for all to use.

I suggest;

"federation nacell"
file name "hnac.gif"
this would have 5-6 great nacell textures 256 width by 45-51 height.

"federation bussard"
file name "hbus.gif
this would have 4 great bussard textures 128x128.

"cardassian"
file name "cshr.gif"
this would have 2 bussards 128x128 3 naccell 256 width by 42-43 height.

"feringi"
file name "fshr.gif"
this would have 2 bussards 128x128 3 naccell 256 width by 42-43 height.

"klingon"
file name "kshr.gif"
this would have 2 bussards 128x128 3 naccell 256 width by 42-43 height.

"romulan"
file name "rshr.gif"
this would have 2 bussards 128x128 3 naccell 256 width by 42-43 height.

"dominion"
file name "dshr.gif"
this would have 2 bussards 128x128 3 naccell 256 width by 42-43 height.

"borg"
file name "bshr.gif"
this would have 2 bussards 128x128 3 naccell 256 width by 42-43 height.

I know some like borg and dominion would be tough but there are some common file that might be good to have.

Let me know if you have any file you want to see part of this project or if you are even interested.

thunderchero
User avatar
Peter1981
Rear-Admiral
Rear-Admiral
Posts: 1118
Joined: Tue May 06, 2008 2:00 am
Location: England

Post by Peter1981 »

great idea thunderchero :)
User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 7848
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.

Post by thunderchero »

Thanks peter,

I started looking at some of my favorite nacell styles and here is what I have to offer for fed nacell
User avatar
Tethys
Past Administrator
Past Administrator
Posts: 2392
Joined: Fri Jul 18, 2008 2:00 am
Location: Your mom's bed ;)
Contact:

Post by Tethys »

Those are very nice :)
Not for the weak of heart...
Galaxies MOD v0.4.0 <--- GALM/Galaxies Mod latest version
User avatar
Peter1981
Rear-Admiral
Rear-Admiral
Posts: 1118
Joined: Tue May 06, 2008 2:00 am
Location: England

Post by Peter1981 »

might it be possible to have say generic hull paneling, warp nacell etc gifs for each race using the lease numbr of pallets i always seem to get really quickly to 127 ( or raise this limit)?
User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 7848
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.

Post by thunderchero »

Peter1981 wrote:might it be possible to have say generic hull paneling, warp nacell etc gifs for each race using the lease numbr of pallets i always seem to get really quickly to 127 ( or raise this limit)?
I like the idea of raising the limit but this has not been found yet.

As for you generic hull, I feel this would cause more problems. since models when they are mapped needs some kind of background for the details matching the pattern of the generic would not give best results.

As for you total palettes raising too quickly I suggest combining other palettes that you can, this is really not that hard once you learn how. This still gets good results (not the best but good)

EDIT;
I should also point out this project is not to reduce palettes, but to improve the quality of this type of image. But with the bright nacell and bussards not part of the main textues in long run will lower palette. (by allowing more to be combined of same color)
User avatar
anjel
Past Administrator
Past Administrator
Posts: 666
Joined: Thu May 08, 2008 2:00 am
Location: Bs As - Argentina

Post by anjel »

for me it´s a great idea, and i like the nacell posted here. I can´t see other ships would use another nacells. I can even use them for the new kelvin i´m doing. And for the thrusters i liked the ones posted in the previous post.
I will need some guidence at the begginig, on how to use this new modification on UE. AAAAAnd how to apply the textures when i am unwrapping and select in the map wich parts would go in a separated texture. And finally how to lower the pallette.... :lol:
Sorry guys, i´ve acumulated all the questions :roll:

The final release of UE with this new implementation, would be released when all agree the races textures ??? or we can start checking out how it goes with the federation ones ???

Live long and prosper
User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 7848
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.

Post by thunderchero »

anjel wrote:for me it´s a great idea, and i like the nacell posted here.
glad you like them
anjel wrote:I will need some guidence at the begginig, on how to use this new modification on UE.


nothing changes how UE is used
anjel wrote:And how to apply the textures when i am unwrapping and select in the map wich parts would go in a separated texture.


texture would be applied same as before you just would not edit the gif/bmp
anjel wrote:And finally how to lower the pallette.... :lol:
more info on lowering/combing palettes can be found here

viewtopic.php?name=Forums&file=viewtopic&t=753
anjel wrote:The final release of UE with this new implementation, would be released when all agree the races textures ??? or we can start checking out how it goes with the federation ones ???
As I said before UE allows this and is in dev 11 right now. And yes we can see how feds work or 1 person could make up his own sets for his personal use. This is here to use if modelers what to use it (they do not have to)
Post Reply

Return to “Common/shared texures project”