Yodacappy
Super Freak
- Joined
- Jul 14, 2007
- Messages
- 670
- Reaction score
- 0
Feel the love brothers and sister feel the love of the 1/6th dolly lovers wow yeah
Calling them "dollies" just cracks me up...
Feel the love brothers and sister feel the love of the 1/6th dolly lovers wow yeah
Vivisect -Damn impressive tomb I love it, just curious thou were did you get the background from. I've been wanting to do a inclosed area like a shadow box dio and this background would be perfect.
Ron
I never thought of video games backgrounds for dios before, that is such a fantastic idea. And I would really appreciate you sending me whatever you can that would be awesome thank you.
My email is [email protected]
Ron
Thanks, I never really considered it much of a dio, just a background, because it looks better than the back of my shelves, but I guess adding the sarcophagus and the ark make it more like a dio.
As for Republic Commando textures.
The only problem with using textures from republic commando is that it uses multiple textures (diffuse/normal map/height map) that are combined in game to create what you see, and they are all very low res since they were originally made with the memory size and bandwidth limitations of the original X-box in mind, so blowing them up for printing back grounds for 1/6th scale stuff may not work out so good.
Also the texture format will likely be DXT (Direct X Texture) which are super compressed and requires separate programs to even view outside of the game, or you will need a full version of photo shop. Microsoft make a free program to view them called the Direct X Texture Tool, that if I remember right lets you convert them to a normal format but you will still be stuck with 3 layers or so per in game texture.
A very good and easy game to grab Star Wars textures from would be Jedi Outcast or academy, which has an average wall texture size of 1024 x 1024 - 2048 x 2048 pixels that are uncompressed Bitmaps, and the textures are only one layer, so they will have their shadow detail and such intact without any extra work.
Also they are easy to rip from the game, all you have to do is go to the Game Data folder and rename the .pk3 file you want to open to .zip and open them up and dump the textures you want which will be .BMP images. Or just tell what ever unzipping program you use to open pk3 files if it allows it.
Oh RC textures aren't that hard to get at all, just open up the editor, find a nice texture, click "export," tack ".bmp" onto the end of the file name and save.
But you're right, the textures aren't the best, but I think they're ok. They should at least be something to work with. And you're also right about the normal maps. (AKA "bump maps" AKA "height maps"), those are all multicolored and I don't think I can export those...
I'll just fiddle with it and see what I can get out of it.
I wasn't sure if it would export them, I think the engine is some variation of the unreal 2.5 engine that i never messed with much since every company did something weird to the version they used.
In most cases the normal map and height map are 2 different things, normals cover the shaping and the height/bump map tells how to interpret the normal map depth. So the color map (diffuse texture) you have to work with is just missing shadow/depth detail, which for some of them it might not even be to noticeable, or you could edit it back in there since you seem to be quite good at doing that sort of thing.
Anyhow thats cool if some of them actually come out ok blown up. I was thinking originally they might only be good for backgrounds for 3 3/4" figures.
I got Jedi outcast and academy on my PC still apparently, so I will probably dump them all and have a look and see whats good in there.
<img src="https://i441.photobucket.com/albums/qq132/Dorgmal/Council%20chair/council.jpg" border="0" alt="Photobucket"></a>
Wow I know I'm late to this but man that looks like one heck of an undertaking right there! great job on that Snow!
Thanks, that was sort of my idea when i did this, since even though it is simple it looks so much better than the back of shelves.
They were just textures I was using for a video game level I was working on for Unreal Tournament 2 many years ago back when that was a hobby of mine.
Video game textures used to be a good source for stuff like this before they started adding parallax, normal and height map layers to the textures, and therefore shrinking down the average textures pixel size and removing any depth or fake shadowing from the color textures since it is not necessary anymore. Though if you upload all the layers from a modern texture into the right editing software you can set light sources to hit the textures how ever you want and save a copy as it looks on the screen as a combined single texture, which it what I will likely do in the future.
I just tiled it how I wanted it, printed it up and wall papered it using watered down Elmers glue thinly spread on the foam core with a brush, then when it was dry I gave it a light misting of clear satin finish spray paint to protect it.
The sarcophagus was something I ran across at a second hand store for like $1, but was missing its hands, so I made replacements out of some Ultimate Soldier fist hands I had sitting around, but I think I want to redo them a bit since I left to much wrist on the hands.
Anyhow, I can email you a bunch of the textures including a ton I didn't use and the ones I tiled together already if you want. The ones I made into full size pre tiled sheets have had some of the individual textures re sized so they print up to a proper scale, like the floor and some of the wall stones.
Enter your email address to join: