fier
Jan 27 2010, 03:58 PM
I read the Trilogy Manual. I read the FAQ here. I want to know how to create new textures, but there is nothing out there (I searched Google, Yahoo, and Bing too). I also want to create new item/weapon/character sprites (eventually), but again, the world is laughing at me. No, I can't use Anvil because I run Windows, and it doesn't help that the only way to make textures and sprites seems to be by copy-pasting into Photoshop, which I can only use at school, and have no skills in using. Some simple links or advice would be welcome, but I know everyone will simply attack me with "how do you not know how to do this?"
Treellama
Jan 27 2010, 04:02 PM
Are you asking how to make the art itself? Or how to get it into a shapes file?
CryoS
Jan 27 2010, 04:03 PM
My advice is to start with learning using Forge or weedland. making a scenario using the original (available) textures, monsters etc. to get the hang of it. If its your 1st try at TC creation, you should focus on the basics and not new content. It is often the new stuff that kills a project.
Zott
Jan 27 2010, 04:21 PM
http://shapefusion.sourceforge.net/index.phpIf on Windows, I'd use this program. I works quite well at copying and pasting new graphics in for sprites. The interface is similar to Anvil, so you could look up tutorials for Anvil and be mostly set.
Now, this is program if you want to make new animations instead of what is included in the game by a Shapes file.
You could use Paint or any copy and paste image program. If looking for photo-shop like features, you could try the program GIMP.
After you get the sprites in, you can modify monster sequences and such, which tell the engine the order that the sprites play in-game.
If you want to simply replace a texture, I'd take a look at this:
http://source.bungie.org/wiki/index.php/Re...t_Texture_GuideThe same applies to replacing monster/scenery sprites as well, so after you make your new monster/item sprites, you could always replace them with higher quality versions. (Include depth map and glow masks for extra Shader engine goodness. :P )
riserobotrise
Feb 7 2010, 01:46 AM
QUOTE(fier @ Jan 27 2010, 07:58 AM)

I read the Trilogy Manual. I read the FAQ here. I want to know how to create new textures, but there is nothing out there (I searched Google, Yahoo, and Bing too). I also want to create new item/weapon/character sprites (eventually), but again, the world is laughing at me. No, I can't use Anvil because I run Windows, and it doesn't help that the only way to make textures and sprites seems to be by copy-pasting into Photoshop, which I can only use at school, and have no skills in using. Some simple links or advice would be welcome, but I know everyone will simply attack me with "how do you not know how to do this?"
I'd run it under emulation. Just get sheepshaver or basicik II, you can run anvil that way. So far the older programs have been working much better than some of the newer apps. Weland is the only one thats comparable to forge. Anvil is much better for physics and shapes and the only way to do that if you don't have a PPC is to run anvil under OS 9 emulation.
fier
Feb 8 2010, 01:36 AM
I have been working on a map without custom textures/sprites (it might be finished around March- I am very busy) and I have been trying to create custom textures/sprites at the same time (no friggin idea how to create a mask, but I found more search engines), but I can't use Basilisk II or SheepShaver because I never owned a Mac, so I can't use the ROMs (unless I can buy them, but I don't have money) and I won't do anything illegal either, so no illegal downloads. If you have a solution for the emulation, that would be great, because using Forge/Anvil under emulation would be preferrable to using at least four or five different programs.
Shadowbreaker
Feb 8 2010, 01:53 AM
no friggin idea how to create a mask?
What version of PS are you using? The mask place should be under "Layer". Though, if you are making textures, usually you won't need masks (I only use masks for cloudy looking dirt and stuff, not the actual details of the texture)
fier
Feb 8 2010, 02:33 AM
I'm not using Photoshop. I want to create wilderness-like textures, like what you would find in a jungle or a forest, and masks would likely help, I just don't know how to create a good one to fit a grass or tree bark texture.
Dugit
Feb 8 2010, 07:14 AM
It would take a lot of time to make a texture, without Photoshop, that correctly fits with itself on two 1WUx1WU surfaces.
goran
Feb 8 2010, 11:58 AM
www.cgtextures.com
This website is good for base textures...they have a lot of wilderness stuff....some of them are already tiled up. Register an account. You won't regret it. Best texture website ever. 1000+ high quality highres images to work with.
If you just want grass, rocks etc...you're going to have a field day :D
Kurinn
Feb 8 2010, 02:41 PM
QUOTE(fier @ Feb 8 2010, 11:33 AM)

I'm not using Photoshop. I want to create wilderness-like textures, like what you would find in a jungle or a forest, and masks would likely help, I just don't know how to create a good one to fit a grass or tree bark texture.
What are you using? I think GIMP has some pretty good tools for textures, it'll even do the kind of seam smoothing stuff you'd normally spend time on for you.
Seconding what Goran is saying about cgtextures, it's where it's at.
If you're just trying to make trees with polys, you might find yourself in a fix. Use negative space for that.
Edit:
IMAGES REMOVED FOR OMGCOPYRIGHTOHNOESCGTEXTURESIZGONNAGETZME
fier
Feb 8 2010, 08:10 PM
I am using GIMP, so I will register on cgtextures and create some wilderness textures.
EDIT: cgtextures said that I can't distribute images from there unless it is part of a game or 3d model, so would I have to merge the textures into the map file?
Shadowbreaker
Feb 9 2010, 05:16 AM
QUOTE(fier @ Feb 9 2010, 07:10 AM)

I am using GIMP, so I will register on cgtextures and create some wilderness textures.
EDIT: cgtextures said that I can't distribute images from there unless it is part of a game or 3d model, so would I have to merge the textures into the map file?
I think what they mean by "distribute" is sell; like, they dont want people just downloading the entire site and then selling it (unchanged) to someone.
Provided the texture is in some way changed, it should be ok to put on the internet.
Kurinn
Feb 9 2010, 06:35 AM
QUOTE(fier @ Feb 9 2010, 05:10 AM)

I am using GIMP, so I will register on cgtextures and create some wilderness textures.
EDIT: cgtextures said that I can't distribute images from there unless it is part of a game or 3d model, so would I have to merge the textures into the map file?
Go with what Shadowbreaker said in terms of your second question.
In terms of what I was doing to make those textures as seen above:
First I just cropped to a 1024x1024 piece of the image that looked nice. Keep in mind that you can use whatever resolution you feel comfortable with.
Then I used Filters > Map > Make Seamless
Then I duplicated the layer, set the top layer's mode to "Grain Merge", and flattened. This cuts out the blur from the process of removing the seams on your texture.
After that, if you think the texture is too "big" in terms of scale, you can use Filters > Map > Tile at whatever even multiple of the original size you want.
(The Tile filter is also a nice quick way to make sure that there is no seam on your textures, too.)
They made it so damn easy that I wonder if it's really worth the effort anymore. Have fun!
goran
Feb 9 2010, 01:12 PM
The texture does not need to be changed...read the FAQ again:
I have used some of the textures to create a map for a computer game. May I distribute this map?
Yes, provided the textures are used in the map. In that case, you are allowed to bundle them and distribute them as a package. Please add the following text to the documentation of the map:
"One or more textures on this map have been created with images from CGTextures.com. These images may not be redistributed by default. Please visit www.cgtextures.com for more information."
Treellama
Feb 9 2010, 02:13 PM
QUOTE(Shadowbreaker @ Feb 9 2010, 12:16 AM)

I think what they mean by "distribute" is sell
No, "distribute" has a well-defined meaning. Any confusion here is introduced by your own wishful thinking.
My read of the license page is that fier is right: you can distribute them bundled with your level (you needn't merge them, of course--indeed, this isn't possible with hi res textures), but not separately. It doesn't matter whether you've modified them or not.
Kurinn
Feb 10 2010, 02:38 AM
QUOTE(Treellama @ Feb 9 2010, 11:13 PM)

No, "distribute" has a well-defined meaning. Any confusion here is introduced by your own wishful thinking.
My read of the license page is that fier is right: you can distribute them bundled with your level (you needn't merge them, of course--indeed, this isn't possible with hi res textures), but not separately. It doesn't matter whether you've modified them or not.
QUOTE(CGTextures License Page)
It is NOT permitted to:
- Sell or distribute any of these textures in an unmodified form, or where the derived product you are selling or distributing is a Texture or a collection of Textures. IN OTHER WORDS: Do not sell or distribute any of these textures (modified or not) by itself or in a texture, material, clipart or scrapbooking pack!
Well, in that case I guess I can't leave any of my textures up on Fileball, now can I?
Not like anyone really needs them anyway though.
goran
Feb 10 2010, 10:50 AM
add a map and mml to the package... rename it... add a cgline in the readme....and it should be fine ;)
Fishman92
Feb 10 2010, 02:54 PM
QUOTE(Kurinn @ Feb 10 2010, 02:38 AM)

Well, in that case I guess I can't leave any of my textures up on Fileball, now can I?
Not like anyone really needs them anyway though.
I need them! Do you mind if I use them?
Kurinn
Feb 11 2010, 05:02 AM
QUOTE(Fishman92 @ Feb 10 2010, 11:54 PM)

I need them! Do you mind if I use them?
I don't mind. Did you already download them?
Fishman92
Feb 11 2010, 03:57 PM
QUOTE(Kurinn @ Feb 11 2010, 05:02 AM)

I don't mind. Did you already download them?
Not yet, but if that's ok i will.
Kurinn
Feb 12 2010, 10:28 AM
QUOTE(Fishman92 @ Feb 12 2010, 12:57 AM)

Not yet, but if that's ok i will.
No, I changed my mind. Don't download them.
(I'm kidding, but you can't anyway, I took it off of Fileball. I don't remember what I did with the files. You'll have to ask someone who did download it. Good luck!)
Fishman92
Feb 12 2010, 08:41 PM
QUOTE(Kurinn @ Feb 12 2010, 10:28 AM)

No, I changed my mind. Don't download them.
(I'm kidding, but you can't anyway, I took it off of Fileball. I don't remember what I did with the files. You'll have to ask someone who did download it. Good luck!)
You know i think i've still got them in my sundown folder..
Kurinn
Feb 13 2010, 04:38 PM
QUOTE(Fishman92 @ Feb 13 2010, 05:41 AM)

You know i think i've still got them in my sundown folder..
Great, then. By all means, use them. Your sundown stuff is looking good so far.
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please
click here.