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 Post subject: KRPG Graphics: playing with graphics editor
PostPosted: Wed Dec 05, 2007 4:38 am 
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I found it rather amusing trying to make new textures. This one I occasionally created playing with texturizing and custom filters. I call it "black gold":

Image

Image

Good thing Vavoom allows to add those easily as a separate pngs right inro pak archive (no need dealing with WAD and palette convertion). Thus developers may add their own textures easliy, only thing they need to consult others with is texture name (that is - filename) - to avoid conflicts.

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PostPosted: Wed Dec 05, 2007 10:14 am 
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Heh, couple of banners:

ImageImage

Image

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- Perfect. I shall report to Magistre Stalin immediately.


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PostPosted: Thu Dec 06, 2007 8:00 am 
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More experiments :) now "color-burning" original Hexen textures:

bloody splashes.. ewww ;)
ImageImage

burnt holes, simple and with mysterious glow beyond -
ImageImage

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- Perfect. I shall report to Magistre Stalin immediately.


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PostPosted: Thu Dec 06, 2007 10:41 am 
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Love the idea about the holes in the wall! :D You should do that, and perhaps the blood-splatter, for some other of the original wall textures. :)

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 Post subject:
PostPosted: Thu Dec 06, 2007 12:22 pm 
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Not bad.


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 Post subject:
PostPosted: Mon Dec 10, 2007 5:34 am 
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With PNG transparencies things can be much, much better for textures, since we aren't limited anymore to using just the Hexen pallete :), so it'll make things more colorful.

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PostPosted: Mon Dec 10, 2007 9:52 am 
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Which in turn should make things look better in maps where few textures are used. The trick they used in the original Unreal is very good.


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