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Ben K
Joined: 24 Aug 2008 Posts: 279 Location: New Zealand |
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Exotic texture libraries |
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Anyone have archives of Unreal and other FPS textures prepared for use in Descent? Diedel has a handful from D3 but I'll be converting the majority of D3's textures to .TGA myself.
I find pretty near none of the D2 textures are appropriate for the mission I'm working on. It'd be great not to spend too much time on the stills camera from work. Hehe.
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| Sun Feb 07, 2010 7:54 pm |
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Sykes

Joined: 16 Jan 2009 Posts: 992 Location: Indiana, USA |
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This might be kind of a dumb question, but it seems like the only alternative to Descent textures in maps are Unreal textures. Why Unreal? Is it just because they look cool, or are they compatible from the get-go? I'm just curious as to why Unreal is mentioned so much.
_________________ I'm Sykes, I'm colorblind, and I really like Anarchy. I'm also a tester for Miner Wars. Check it out!
AMD Athlon X2 3800+ (2.0GHz per), 2GB RAM, PNY GeForce 9600GT, Windows 7 RC/Release |
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| Sun Feb 07, 2010 10:10 pm |
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Sirius
Joined: 25 Sep 2007 Posts: 1367 Location: Bellevue, WA |
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I'm not sure whether there's a hard-and-fast reason for it - early Descent levels often used transplanted Quake textures, for instance. However, it could be that a lot of people already have/have played some of the Unreal games and so they have access to its textures. It could also be that due to the length of the campaigns, and the diversity of the levels, it has a relatively large and diverse texture library. Or maybe the art style just suits Descent well.
None of these things really amounts to a "you must use", but it doesn't need to be the only alternative to be a popular one...
P.S. I do have access to the Unreal textures from all the PC games in the series, and could figure out how to bulk-convert them (if necessary) if someone doesn't already have something available. It's probably questionable whether this falls under fair use, but meh...
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| Sun Feb 07, 2010 10:45 pm |
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Ben K
Joined: 24 Aug 2008 Posts: 279 Location: New Zealand |
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What you don't make money out of is passable as fair use.
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| Mon Feb 08, 2010 7:42 am |
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Kaizerwolf

Joined: 25 Dec 2007 Posts: 390
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As far as I know, bulk converting the D3 textures from OGF to TGA is not too hard. You just need to extract the files you want from the hog files into one folder, use the "D3 Image Tool" to convert them all, and you should be set. They might not be compressed, I don't know for sure.
_________________ What if, in 30 years, you're considered for the highest office in the land and get denied because some sneak found that misspelled post of yours about how "Nickledon" sucked and ruins your political career by exposing it?- poxpower |
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| Mon Feb 08, 2010 2:09 pm |
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Ben K
Joined: 24 Aug 2008 Posts: 279 Location: New Zealand |
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Uncompressed is usually better in case you run into some piece of software that can't deal with it. There's no real need to compress them until they're in the final .pog/.pig anyway.
Just need to look for suitable tools that weren't written by DNet.
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| Tue Feb 09, 2010 7:43 am |
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Sirius
Joined: 25 Sep 2007 Posts: 1367 Location: Bellevue, WA |
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Can Photoshop open/batch-convert .DDS (DirectDraw surface) files? Those are what UT2004 has, and they are making IrfanView choke. I can open them with a special GIMP plug-in, but figuring out how to batch-convert them to TGA with that is going to be a huge pain.
Also, surface textures only right - no objects (e.g. skins for players/vehicles)?
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| Thu Feb 11, 2010 6:53 pm |
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Ben K
Joined: 24 Aug 2008 Posts: 279 Location: New Zealand |
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Vehicles may be handy somewhere down the track. Player skins won't.
Photoshop doesn't support .dds innately but the NVidia website seems to have a plug-in for it.
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| Thu Feb 11, 2010 9:06 pm |
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