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  • #16
    @ inkub

    I know, that you are Master of Photoshop.
    It would take only 5 mouseclicks for you to change the color to anything you want.
    If you have time, please do it for "teleport.tga"
    You know, that I dont have Photoshop, so I am struggeling with freeware here.
    I am no master at all in these things.

    Thank you for all your kind words.

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    • #17
      Originally posted by Seven View Post
      I know, that you are Master of Photoshop.
      It would take only 5 mouseclicks for you to change the color to anything you want.
      If you have time, please do it for "teleport.tga"
      You know, that I dont have Photoshop, so I am struggeling with freeware here.
      I am no master at all in these things.
      If you agree i can create an alternative texture... i imagined a bloody poll with stars... you'll see it soon

      P.S. Seven... using water shader on teleport is genial! you great!

      P.P.S. Tonight i'll send to you the link for my 1.1gb textures file
      Ia! Ia! Shubb Niggurath!


      "Not dead is what forever can wait" (HPL)

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      • #18
        Is this OK?

        i accept suggestions!
        the violet colour in 2nd screensot is due to the blue wall behind the portal...


        it is similar to a space nebula... but with distortion ^^



        Ia! Ia! Shubb Niggurath!


        "Not dead is what forever can wait" (HPL)

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        • #19
          nice stuff you got going on here guys...

          Comment


          • #20
            inkub0,

            I can only dream of how many things you can do with Photoshop...
            With my Paint.Net program I can fortunately adjust transparency with a slider from 0 to 100.
            This is the minimal function you need to create "teleport.tga" textures.

            I will also try to find out how to change color of an existing texture.
            Your texture looks of course very good.
            I personally dont like the stars too much, but many other users do.
            So I guess you can upload your "teleport.tga" and people will rip it out of your hands with joy.
            You are a great and experienced Photoshop artist.
            I am glad you are here in the forum and are helpful as you are !

            You have wired looking Quake textures around the teleporters though...

            Seven

            PS: I would be glad if you can send me the texture without the stars.

            Comment


            • #21
              the stars are added in a different way
              i simply added the stars on teleport_glow texture and modified the alpha channel on teleport.tga to enhance the stars.
              If somebody dont like stars, it's possible to remove them simply deleting teleport.glow

              i'll send the links in PM
              Ia! Ia! Shubb Niggurath!


              "Not dead is what forever can wait" (HPL)

              Comment


              • #22
                i created a non-coloured version also, that is more similar to the original starfield from QRP (but with transparency)...

                i'll add all the two links soon with Seven's permission!
                Last edited by inkub0; 10-27-2010, 11:40 AM.
                Ia! Ia! Shubb Niggurath!


                "Not dead is what forever can wait" (HPL)

                Comment


                • #23
                  Hello inkub0,

                  first of all, please try to use the "edit" function in your posts.

                  secondly, your are free to post anything you like here. It is a free forum
                  I received your PM. Thank you. Reply is sent.
                  Using your textures in my Quake looks quite different compared to your screenshot #1 from post #18.
                  Maybe because our config.cfg�s are very different.
                  Also deleting the glow texture will not remove the stars, because they are also in your main texture "teleport.tga".
                  Maybe you send the wrong files...

                  Anyway, thank you for your great work.
                  This will surely inspire other users to play around with it


                  Maybe My-Key has some time to experiment a little ?
                  This would be awesome.

                  Kind Regards,
                  Seven

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                  • #24
                    I hope it is ok to show off and share my first own attempt at a shader which I put together late last night.
                    I have used 4 different textures for the frames but it would probably look even better with more, 8 frames is max I guess.
                    If anyone is up for it I guess it would be possible to alter the existing texture frames with PS offset filter to get more variations.

                    Here is a preview how it looks in-game:
                    (frames maybe not in same order as they are in the shader but you get the idea at least)



                    Download: DP_animated_teleport_Moon[Drunk].pk3
                    � Moon[Drunk]'s Quake Graphics
                    � Quake Revitalization/Retexturing Project

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                    • #25
                      @ Seven

                      i noticed a great difference in our Quake folders... and the game itself is graphically different.

                      My sceenshots are simply cropped and resized, but they are as they are. no Photoshop on that images
                      Ia! Ia! Shubb Niggurath!


                      "Not dead is what forever can wait" (HPL)

                      Comment


                      • #26
                        Hello Moon[Drunk],

                        I am more than happy, that you came around and give your input here.
                        As you surely noticed, when looking in the shader i use:
                        I am still in the very beginning of shader usage.
                        I used a almost similar one like "DP pretty water", because I dont know the syntax.
                        Trying to reach my goal by editing the texture was my path.

                        Your creation has another idea behind it.
                        The Sparkling effect looks really nice !
                        My idea/inspiration was the "Stargate-like liquid distortion".

                        Its good to see different kind of interpretations in this thread.
                        Hopefully more people will show off and post theirs.
                        (still hoping My-Key will do some magic)

                        Thank you.
                        Seven


                        UPDATE 27.10.2010
                        Added a hellish-red version on request.
                        It took me some time with my freeware Paint.Net but finally I made a nice texture.
                        Downloads updated in first post

                        This is the result (with brownish color):[/B]



                        This is the result (with hellish-red color):

                        Last edited by Seven; 10-27-2010, 03:46 PM.

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                        • #27
                          Ok these are my textures applied to Seven shader.

                          I dont know how they works on other configurations, but i like them very much so post your comments!

                          Seven+Inkub0 Teleports. (clik to download)

                          They come in 3 versions:
                          nocolor-starry (similar to the original QRP, but have transparency)
                          red-starry (like a red starry nebula (see my screenshot in this thread)
                          red-hell (with something like blood or fresh meat...)
                          Ia! Ia! Shubb Niggurath!


                          "Not dead is what forever can wait" (HPL)

                          Comment


                          • #28
                            I have found a detailed documentation about using/creating shaders:
                            here

                            Maybe when I have the time, I will try to enhance the shader i use at the moment to get a better result.
                            Adding lighting around the teleporter is my main vision.
                            By reading quickly through the docu, I found that it is quite simple to achieve.

                            For anyone else, who is interested in shaders, this is a good manual.
                            Its worth reading it.


                            @ inkub0
                            thank you for your release.
                            Preview screenshots would have been nice.
                            Maybe I add some when I am home.
                            Your blood/fresh meat version sounds interesting...


                            Seven.

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                            • #29
                              @Seven

                              I observed the teleport. It is like a water pool, yes. and it moves like the water pool, with waves in a single direction.

                              But the original teleport is not moving in that way. The texture makes a circle, or something similar...

                              Is it possible to change the shader to recreate the original movement? or is it ugly with the water?
                              Ia! Ia! Shubb Niggurath!


                              "Not dead is what forever can wait" (HPL)

                              Comment


                              • #30
                                to: inkub0

                                i went through the material seven linked in previous post and i think it can be done. there are other commands than scroll and scale in the tcmod section of that script manual and there are other effects which could be applied on transparent surfaces. i'd like to try my own shader for lava textures because the way lava looks like in dp now is really ugly. however, no succses so far due to my zero knowledge of shader script language syntax. the only advise i can give is to go through that manual, study the examples and try and try and try... :-).
                                -
                                still think that this is not the right way to enhance liquid surfaces. there are hundreds of levels for q1 and a lot of them use strange texture names for water/lava/teleport/slime. all these scripts will work fine only if the mapper used standard texture names. i'm not a coder and i don't know if it is even possible, but it would be much more effective to link particular effect to the brush then to the texture. i mean - one effect for water, one for lava... etc. but it is probably an idea for the creator of darkplaces.
                                my projects so far:
                                Travail retextured
                                Tronyn in high definiton
                                Ab
                                yss of Pandemonium HD textures
                                Nehahra rtlights and other experiments

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