Fenway's Textures

Organized and clear discussion only. Be sure to read sub-forum descriptions.

Forum rules
- All off-topic posts will be removed without notice.
- Poorly written topics/posts will be edited without warning
- Unnecessary topics will be deleted or locked without warning.
- Posts may be moved without warning.
User avatar
Developer
Vice Admiral
Vice Admiral
Progress to next rank:
95.4%
 

Posts: 2967

Joined: Fri Dec 07, 2012 1:25 am

Location: Yes

Affiliation: NSCD

IGN: Currently:Small_Bear

Post Thu May 09, 2013 5:51 am

Re: Fenway's Textures

Last_Jedi_Standing wrote:
Unit 340 wrote:All of my guns point top-left

All MC guns have to, because that's the way Steve holds them.

You can see the shoulder pad on the launcher anyway. People should be able to figure it out.

The trigger position is a bit of a giveaway too, thought I'm not sure if it should be on the foregrip rather than the back grip, but IDK never fired a rocket launcher.
Spoiler:
Image



Mistake Not... wrote: This isn't rocket science, *!


Image


Spoiler:
Image
User avatar
Texture Artist
Texture Artist
Captain
Captain
Progress to next rank:
98.8%
 

Posts: 1506

Joined: Wed Dec 05, 2012 10:47 pm

Location: Neither Here nor There

Affiliation: Novus Roma

Post Thu May 09, 2013 5:51 pm

Re: Fenway's Textures

A foregrip launcher may mean it might accidentally fire, if left armed, if the rocket is somehow bumped against something. Having it on the back-grip keeps this from happening.
User avatar
Commodore
Commodore
Progress to next rank:
20.7%
 

Posts: 1574

Joined: Thu Dec 06, 2012 6:50 am

Location: Kzinhome

Affiliation: Kzinti Empire

Post Thu May 09, 2013 6:41 pm

Re: Fenway's Textures

Putting it on the rear grip should also mean you pull the trigger with your dominant hand, which is the norm.
;.'.;'::.;:".":;",,;':",;

(Kzinti script, as best as can be displayed in Human characters, translated roughly as "For the Patriarchy!")
User avatar
Texture Artist
Texture Artist
Captain
Captain
Progress to next rank:
98.8%
 

Posts: 1506

Joined: Wed Dec 05, 2012 10:47 pm

Location: Neither Here nor There

Affiliation: Novus Roma

Post Thu Jul 04, 2013 9:03 pm

Re: Fenway's Textures

Image

I am taking your advice Tiel. Resuming work on textures, starting with this Railgun
Midshipman
Midshipman
Progress to next rank:
73%
 

Posts: 123

Joined: Sat Feb 23, 2013 8:22 pm

Location: Pyongyang, North Korea

Affiliation: imgur

IGN: andrew116

Post Thu Jul 04, 2013 9:46 pm

Re: Fenway's Textures

Unit 340 wrote:Image

I am taking your advice Tiel. Resuming work on textures, starting with this Railgun


Approved. By ME. Go rejoice.
Hello. I'm a filthy atheist heathen who visits the internet from time to time.
User avatar
Developer
Vice Admiral
Vice Admiral
Progress to next rank:
95.4%
 

Posts: 2967

Joined: Fri Dec 07, 2012 1:25 am

Location: Yes

Affiliation: NSCD

IGN: Currently:Small_Bear

Post Fri Jul 05, 2013 12:23 am

Re: Fenway's Textures

I shall be stealing that
Spoiler:
Image



Mistake Not... wrote: This isn't rocket science, *!


Image


Spoiler:
Image
User avatar
Vice Admiral
Vice Admiral
Progress to next rank:
21.2%
 

Posts: 2414

Joined: Fri Dec 07, 2012 3:40 pm

Location: -> HERE <-

Affiliation: UTN

Post Fri Jul 05, 2013 12:38 am

Re: Fenway's Textures

Well guess that is also of use, I have been playing around with my own textures BTW I made them 32x32 and you seem to work on 64x64 , THAT IS NOT GOOD, we really need to close on ONE system or it will all blow. I REALLY REALLY suggest 32x32 as for realistic texture packs how odd that won't sound but 32x32 is the best number as 64x64 seems too detailed and the plain cubic properties of MC become to obvious, the more you keep increasing res the more obvious it becomes.

Spoiler:
Image
They're watching ... Image

"I am forbidden tag" -CvN
User avatar
Fleet Admiral
Fleet Admiral
 

Posts: 3021

Joined: Fri Dec 07, 2012 12:10 pm

Location: In a universe.

Affiliation: [redacted]

IGN: Ivan2006

Post Fri Jul 05, 2013 2:25 am

Re: Fenway's Textures

Iv, are those supposed to be textures for hull/armor blocks?
Quotes:
Spoiler:
CMA wrote:IT'S MY HOT BODY AND I DO WHAT I WANT WITH IT.

Tiel wrote:hey now no need to be rough

Daynel wrote: you can talk gay and furry to me any time

CMA wrote:And I can't fuck myself, my ass is currently occupied
User avatar
Developer
Lt. Commander
Lt. Commander
Progress to next rank:
62%
 

Posts: 727

Joined: Fri Dec 07, 2012 3:39 am

Affiliation: Aye-Aye

Post Fri Jul 05, 2013 3:43 am

Re: Fenway's Textures

Pretty sure the consensus is 32x32, though if the textures looked alright at 16x16 as well, that is a plus.
User avatar
Vice Admiral
Vice Admiral
Progress to next rank:
21.2%
 

Posts: 2414

Joined: Fri Dec 07, 2012 3:40 pm

Location: -> HERE <-

Affiliation: UTN

Post Fri Jul 05, 2013 4:31 am

Re: Fenway's Textures

Yes Ivan just some samples, they were made in 32x32 I just resized the pictures to (64x64) for you too see the textures, OFC doing the same with the texture itself wont work.
They're watching ... Image

"I am forbidden tag" -CvN
User avatar
Developer
Vice Admiral
Vice Admiral
Progress to next rank:
95.4%
 

Posts: 2967

Joined: Fri Dec 07, 2012 1:25 am

Location: Yes

Affiliation: NSCD

IGN: Currently:Small_Bear

Post Fri Jul 05, 2013 9:15 am

Re: Fenway's Textures

I quite like 64x64 for weapons, 32x32 isn't bad but there are some details which I quite like which I can't do in 32x32
Spoiler:
Image



Mistake Not... wrote: This isn't rocket science, *!


Image


Spoiler:
Image
User avatar
Vice Admiral
Vice Admiral
Progress to next rank:
21.2%
 

Posts: 2414

Joined: Fri Dec 07, 2012 3:40 pm

Location: -> HERE <-

Affiliation: UTN

Post Fri Jul 05, 2013 9:50 am

Re: Fenway's Textures

You truley Dont need those details. The only possible usage of 64x64 is smoothing the same texture that I don't think we have the need for.
Last edited by Iv121 on Fri Jul 05, 2013 12:18 pm, edited 1 time in total.
They're watching ... Image

"I am forbidden tag" -CvN
User avatar
Ensign
Ensign
Progress to next rank:
48.2%
 

Posts: 232

Joined: Wed Dec 12, 2012 2:23 pm

IGN: MrTargareyan

Post Fri Jul 05, 2013 10:07 am

Re: Fenway's Textures

I agree with 32x32 for blocks, but I think 64x looks better on items
User avatar
Texture Artist
Texture Artist
Captain
Captain
Progress to next rank:
98.8%
 

Posts: 1506

Joined: Wed Dec 05, 2012 10:47 pm

Location: Neither Here nor There

Affiliation: Novus Roma

Post Fri Jul 05, 2013 1:03 pm

Re: Fenway's Textures

Hey, listen. I switched to 64x64 because I can't make good-looking things with 32x32 really. It's very hard, in 32x32, for details such as trigger handles and such to be accurately represented. With 64x64 I can represent those details.

Hey, here's a compromise- The new MC texture pack system is now a loading thing, where you load texture 'plugins'. This allows for you to load different plugins at once. Which means we can have a 32x32 block plugin, and a 64x64 item plugin. Sound good?
User avatar
Commodore
Commodore
Progress to next rank:
20.7%
 

Posts: 1574

Joined: Thu Dec 06, 2012 6:50 am

Location: Kzinhome

Affiliation: Kzinti Empire

Post Fri Jul 05, 2013 1:07 pm

Re: Fenway's Textures

My impression was that with the new thingie you make any texture you want however you want. Like, if your pistol was fine at 8x8, you do that, but then if the rocket launcher really needed 4096x4096 you could do that too, at the same time.
;.'.;'::.;:".":;",,;':",;

(Kzinti script, as best as can be displayed in Human characters, translated roughly as "For the Patriarchy!")
PreviousNext

Return to Development

Who is online

Users browsing this forum: No registered users and 1 guest

cron