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Jtec
Jun 26 2003, 14:24
Hi i have done all the basics now from creating the island from heightmaps to getting roads and forests down ect. Im now looking out for new textures to give my island a more varied look. Could you all post your textures you are using on this post please or tell me how to take the textures from ofp and put them into my visitor?

joltan
Jun 26 2003, 16:37
I think the two textures Kegetys included in his demo mission are very good. the best rock and grass textures I've found so far. I'm using these together with the 'ps.paa' sand texture from o.pbo.

Just copy the basic textures in your island directory (where the wrp resides, then set the texture path to this directory). All textures will be in the island pbo later, so you can easily combine whatever textures you want to use. Unfortunately this will make the island pbo quite big (>10mb).

FatWombat
Jun 27 2003, 06:16
Quote[/b] ]the best rock and grass textures I've found so far

Isn't l4.tga a sand texture? http://forums.bistudio.com/oldsmileys/tounge_o.gif

Kegetys
Jun 27 2003, 06:45
From here (http://koti.mbnet.fi/kegetys/flashpoint/landtext/) you can find some 512x512 land textures I made some time ago by editing some existing BIS ones (You'll see that they are a bit "repeating"), except the R1 and R2 textures which I made from photos from our yard... Feel free to use them as you wish.

They are jpegs to save space, so convert them to TGA yourself :P

joltan
Jun 27 2003, 07:23
Isn't l4.tga a sand texture? http://forums.bistudio.com/oldsmileys/tounge_o.gif
well, the BIS 'l1' texture is rock and I think Kegetys' 'l4' goes very well as a rock texture, too - at least ingame. It fits greatly when used for cliffs, etc.

FatWombat
Jun 27 2003, 07:25
Very nice Kegetys, most of these don't look "repeating" at all http://forums.bistudio.com/oldsmileys/smile_o.gif

Thanks for letting us use them http://forums.bistudio.com/oldsmileys/wink_o.gif

Jtec
Jun 27 2003, 13:33
Yeah cheers very much, if it wasnt for Kegety and col Kilnk my island would not be here and i think most us would be sitting here scratching our heads. N1 lads keep up ya good work. http://forums.bistudio.com/oldsmileys/smile_o.gif

Jtec
Jun 27 2003, 13:39
when converting them to tga do i have to add a alpha channel like i did with the heightmap?

joltan
Jun 27 2003, 14:44
when converting them to tga do i have to add a alpha channel like i did with the heightmap?
I didn't - seems to work fine anyways. They got converted to paa when I loaded them in Visitor and I saw them fine in bulldozer.

Jtec
Jun 29 2003, 03:01
For all the normal textures found in ofp just goto ya DTA folder and de-pbo ya "LandText.pbo" http://forums.bistudio.com/oldsmileys/wink_o.gif