SOL SIGNS- Att Belta
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SOL SIGNS- Att Belta
for bloodrun map
these are jpg- let me know which you want as tga
post here? or send email?
these are jpg- let me know which you want as tga
post here? or send email?
Re: SOL SIGNS- Att Belta
I read SOL and thought why is Katwoman saying the signs are Sh*t Out of Luck (earth humor arr arr)
P.S. nice artwork Kat! Good to see ya here.
P.S. nice artwork Kat! Good to see ya here.
Re: SOL SIGNS- Att Belta
yeah Wd:
I asked if they wanted S.O.L. for slice of life
Belta said no & he is making the maps
thanks for the like
I asked if they wanted S.O.L. for slice of life
Belta said no & he is making the maps
thanks for the like
Re: SOL SIGNS- Att Belta
ditto. very cool stuff... especially the last two. hats off, and a bow to katwoman.
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Re: SOL SIGNS- Att Belta
I agree with Bean and my choice would be the bottom left but depending on what map they go on and the color of that map.Mr Bean wrote:ditto. very cool stuff... especially the last two. hats off, and a bow to katwoman.
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Re: SOL SIGNS- Att Belta
Thanks for the compliments guys
Re: SOL SIGNS- Att Belta
Very nice. The last 2 are the best.
Re: SOL SIGNS- Att Belta
Purr-Fect!
Re: SOL SIGNS- Att Belta
daaayum!!! i think i have wood kat. that last one with the pipes is hot!
*edit: the first two would make a good window texture imo.
*edit: the first two would make a good window texture imo.
Re: SOL SIGNS- Att Belta
thanks Bean
I think the map creation is the real "wood"
I am just good at graphics and PS- this is not my area of expertise what so ever- I mostly retouch images of people, or sometimes places and products, have some experience with layout and design,but only 2 D and simple animations- I studied painting, my creativity is limited to 2D--
Maybe you can help me - I am trying to export the images of objects (not just textures) so I can re-edit the graphic on them- (I have dds converter for PS)
for example- an archway or flag/banner with it's texture on it.
So far I just used screenshots or the texture files to make these
someof my work is here http://www.flickr.com/KW-Retouch
I think the map creation is the real "wood"
I am just good at graphics and PS- this is not my area of expertise what so ever- I mostly retouch images of people, or sometimes places and products, have some experience with layout and design,but only 2 D and simple animations- I studied painting, my creativity is limited to 2D--
Maybe you can help me - I am trying to export the images of objects (not just textures) so I can re-edit the graphic on them- (I have dds converter for PS)
for example- an archway or flag/banner with it's texture on it.
So far I just used screenshots or the texture files to make these
someof my work is here http://www.flickr.com/KW-Retouch
Re: SOL SIGNS- Att Belta
Most of the "textures" in UT2k4 are actually "materials". There's a material editor within the UT editor that lets you combine different textures and add special effects... lots of cool stuff. For that reason, some "textures" won't export. Still, there are many base textures that will. There's a cool little app I use called UTXgaffer that came on one of the UT2004 CD's / DVD's. It lists, categorizes, and shows a preview of all exportable textures in your UT2004 folder. It works best for me to export as a TGA file, but it's supposed to export as DDS too. I did a quick Google and found this download link for UTXgaffer: http://www.utzone.de/forum/downloads.ph ... 959_Themes.KatWoman wrote:...I am trying to export the images of objects (not just textures) so I can re-edit the graphic on them- (I have dds converter for PS)
for example- an archway or flag/banner with it's texture on it...
To modify an archway, I'm assuming it's a static-mesh. It's a pretty simple process of exporting, editing, importing, and re-skinning. The new texture needs to be saved in the 'myLevel' package so it loads with the map. I can post a tutorial if you want.
A flag however is not just a static-mesh with a texture, it's an actor with coded instruction that would have to be modified. I attempted the re-skinning route on VCTF-MB_Hydro, but it only works with the flag at the base... once picked up it turns white
Re: SOL SIGNS- Att Belta
thanks for that info
& link to prog
I am able to get the textures or make my own- that is not the problem i am having-
I need the shapes of the objects and in the same proportions they show in the map- for example: trying to cover an existing wall with arch shape with new graphics- maybe it is not possible w/o using 3d program?
I was trying to see if I can export the static meshes (if that is what the shapes are called)
If that is the case I will stick to making normal rectangle signs
the UT editor = foreign language to me
I was also unable to export transparent areas- I tried to make a tga with alpha channel and then convert to dds- the clear area turned white
& link to prog
I am able to get the textures or make my own- that is not the problem i am having-
I need the shapes of the objects and in the same proportions they show in the map- for example: trying to cover an existing wall with arch shape with new graphics- maybe it is not possible w/o using 3d program?
I was trying to see if I can export the static meshes (if that is what the shapes are called)
If that is the case I will stick to making normal rectangle signs
the UT editor = foreign language to me
I was also unable to export transparent areas- I tried to make a tga with alpha channel and then convert to dds- the clear area turned white
Re: SOL SIGNS- Att Belta
Just find the texture used for the static-mesh and export. Don't worry about the alpha channel on statics as it's mapped out and the black areas won't show. What's the name of the static-mesh, and in what package is it? I have had success with this in past projects and would like to try and help.
*edit: Yes, the static-meshes=shapes
*edit: Yes, the static-meshes=shapes