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  #31 (permalink)  
Old 09-25-2006, 03:04 AM
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Default Re: Textures in my next mod

oops, i have missed those!
Man! Sorry about having no idea about what level this mod has risen to...

Those pics are amazing!

I'll surely need some more time to compete in any way!!!
But i'll try!
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  #32 (permalink)  
Old 09-25-2006, 06:12 AM
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Default Re: Textures in the next mod

Some news, actually, the last set was changed, yeah again, but i ll stop boring you with screenies hehe, and i know someone will be very happy to see that set! But its a surprise, muahaha.

Also pinkfrog managed to find us (overneathe and me) tonight on skype (hurray!) and the mod is now going faster, and definitly evolved from a simple mod to a mod we hope will provide a unique experience in its "genre" hehe. Alot of fun and cool places to visit and monsters to kill!
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  #33 (permalink)  
Old 09-25-2006, 06:19 AM
overneathe
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Default Re: Textures in the next mod

not to mention the sweat we killed in that mofo..., the thousands of textures we wasted and hundreds of ideas that cant be implemented
its gonna be wild ;]
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  #34 (permalink)  
Old 09-25-2006, 01:35 PM
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Default Re: Textures in the next mod

Who invented sleep anyway?

I really hate those trees btw: I cant change the texture without destroying the alpha-channel. When i set a new alpha-channel in photoshop, tq wont recognize it... All my trees are either very close to the original or have huge rectangular leaves....

Hmm gotta investigate some more...
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  #35 (permalink)  
Old 09-25-2006, 07:31 PM
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Default Re: Textures in the next mod

Quote:
Originally Posted by PinkFrog View Post
Who invented sleep anyway?

I really hate those trees btw: I cant change the texture without destroying the alpha-channel. When i set a new alpha-channel in photoshop, tq wont recognize it... All my trees are either very close to the original or have huge rectangular leaves....

Hmm gotta investigate some more...
Make sure that you are using DXT3 compression in the Art Manager on textures like leaves that have a mainly black and white alpha channel. If you use DXT1 the alpha channel information is discarded.

Max
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  #36 (permalink)  
Old 09-25-2006, 08:03 PM
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Default Re: Textures in the next mod

Thanks for the hints!

I managed to make dxt5 work.
Also, i figured it was mainly a problem of properly using the alpha-channel in photoshop....

It's all fine now!! Woot!
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  #37 (permalink)  
Old 09-25-2006, 11:47 PM
overneathe
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Default Re: Textures in the next mod

Overall Progress:

Croco-Disco
textures - 100%
codes - 0%
enemies - 70%


Mountain Path
textures - 100%
codes - 0%
enemies - 80%


Giant Village
textures - 100%
codes - 0%
enemies - 90%


The Evil Farm
textures - 0%
codes - 0%
enemies - 0%

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Last edited by overneathe : 09-26-2006 at 07:04 PM. Reason: update
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  #38 (permalink)  
Old 09-26-2006, 12:25 AM
overneathe
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Default Re: Textures in the next mod

The Forgotten Factory
textures - 100%
codes - 100%
enemies - 90%


Alien's Nest
textures - 100%
codes - 100%
enemies - 90%


Black or White
textures - 100%
codes 100%
enemies - 90%


Inside the Virus
textures - 100%
codes 100%
enemies - 90%
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Last edited by overneathe : 09-26-2006 at 07:03 PM.
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  #39 (permalink)  
Old 09-26-2006, 07:14 PM
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Default Re: Texture mod : Malice in Wonderland

Its coming along nicely, can't wait to play it!
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  #40 (permalink)  
Old 09-26-2006, 10:18 PM
overneathe
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Default Re: Texture mod : Malice in Wonderland

overall mod progress in my opinion is maybe
maps - 100%
textures - 85%
enemies - 80% (still need to link up their stats)
codes - 90% (mad and pink are doing awesome stuff)

by the end of the week it should be released
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