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#1 | |
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Join Date: Oct. 3rd, 2001
Location: Frankfurt/Main, Germany
Posts: 3,829
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Spray Paint
Quoted from this thread over in the Jailbreak General forum:
Quote:
Spray paint can sounds simple enough, so I could try digging up my MilkShape license again and try my luck myself. However, if somebody beat me to it, I'd be happy -- and besides, I'm not sure at all that I'd be able to create a suitable skin for this mesh... Is anybody here who could create a spray paint can mesh and skin? Secondly, and that's probably going to be great community fun -- I need a stock set of icons. Users will be able to create and add their own, of course, but I'd like to bundle a few with the mutator. The icons must be 64 x 64 pixels, 1-bit color depth (black and white) -- I'm afraid that's the most I dare to have UnrealScript parse (it's really not suited for processing binary files).So, get creative... ![]() [edit] It wouldn't hurt to have some "functional" icons too -- like icons for a tally sheet ("I", "II", "III", "IIII", " Last edited by Mychaeel; 7th Dec 2004 at 07:49 AM. |
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#2 |
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Wahey! Something to do!
Right, here's an extremely quickly-made render of a basic lo-poly spraycan (268 faces). Textures are, of course, temporary as is the model itself. ![]() Any idea of poly limits I can use? |
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#3 |
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Do you want something like these for the templates or do you want something less "spray-paint" and more "stencil" like a perfectly straight tally with neat circular ends?
I can't upload more than 5 images (even though they're each about .5kb each), so here's the basics I've done so far: I, II, III, IIII, LeftArrow RightArrow UpArrow DownArrow Edit: For polygons, the Rocket Launcher uses about 300, the Ball Launcher (BR) uses about 3000, the rest I glanced at all fall somewhere between that. Last edited by Birelli; 7th Dec 2004 at 05:39 PM. |
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#4 |
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Another version.
Be aware that this is very much WIP. I'll tweak and play around until I can get something cool
Last edited by RevBillyG; 8th Dec 2004 at 02:11 AM. |
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#5 |
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Nice idea, Mych
![]() And the model looks great, Rev. |
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#6 | ||
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Join Date: Oct. 3rd, 2001
Location: Frankfurt/Main, Germany
Posts: 3,829
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Heh, looking very good already...
![]() I'm still working on a user interface concept which lets players select an icon, color and enter a text. I've got some ideas, but nothing definitive yet. Quote:
Quote:
Does anybody know how to draw a llama with as few spray paint strokes as possible?
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#7 |
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For the llama, let's use the icon that was on the JBIII HUD.
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#8 |
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Fuzzy the edges and mess it up a bit so it looks like its been spraypainted though
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#9 |
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It's really hard to simulate "spay-paint" with only 1-bit color depth, you sure we can't have 2-bit to at least give a couple shades of gray?
![]() Edit: Good point Mych, added a zip with a couple dozen random ideas I had, if anyone's interested. Last edited by Birelli; 8th Dec 2004 at 03:30 PM. |
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#10 |
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Join Date: Oct. 3rd, 2001
Location: Frankfurt/Main, Germany
Posts: 3,829
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I don't think there are any imaging programs which can actually save 2-bit grayscale bitmaps...
However, if there's any Material system which can make an arbitrary image (texture) look "blurred" as if sprayed on a wall, let's see it. |
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#11 | |
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Quote:
Hope they resemble something like you are after. They are all 64x64 1-bit (B&W)
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-=DARCHANGEL=- KEYBOARD ERROR or NO KEYBOARD CONNECTED PRESS [F1] to CONTINUE or [DEL] to ENTER SETUP |
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#12 |
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chaos ut have this option already
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#13 |
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8-bit would be better
![]() i added my contribution
Last edited by CyberSirius; 9th Dec 2004 at 04:20 PM. Reason: added stencil |
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#14 | ||
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Join Date: Oct. 3rd, 2001
Location: Frankfurt/Main, Germany
Posts: 3,829
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Quote:
Quote:
That's also the reason why we're limited to 1-bit images here: I need UnrealScript to parse the image files, and UnrealScript is badly suited for processing of binary files. Theoretically, I could have it load any image type I care to write an UnrealScript parser for, but the larger the file, the longer the script will require to load it, and an 8-bit image file requires eight time as much processing as a 1-bit image file. Plus, I plan to add the option to have sprayed logos persist across matches -- so you could actually leave messages for the people playing the map sometime later. |
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#15 | ||
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Quote:
Quote:
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#16 |
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The writings on the wall - sorry, bad pun.
Done a few test 'grafitti' style scrawls and projected them onto a wall in a map I am working on at the moment.
Not much of interest to you all I know, just thought I'd show the community I am still working on JB-Astaroth, slowly but surely getting there. Age is a terrible slowing down process, beer makes it bareable
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-=DARCHANGEL=- KEYBOARD ERROR or NO KEYBOARD CONNECTED PRESS [F1] to CONTINUE or [DEL] to ENTER SETUP |
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#17 |
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Looking at Darchangel`s picture, how would we get about tilting the letters (or picture) to make it look more grafitti like?
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#18 | |
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Join Date: Oct. 3rd, 2001
Location: Frankfurt/Main, Germany
Posts: 3,829
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Quote:
Actually, if you could add a hand and a finger that presses the sprayhead, that'd be totally grand.
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#19 |
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Right, I've done a really simple animated spraycan.
As for doing a hand...I dunno, that may be a bit beyond me. :/ I'll give it a go tho
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#20 |
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UT2004 doesnt have hands, so making a hand for the model would actually be part of a weapon. So, if you imagine a skaarj model getting out his spray-can, he'll get out a hand too.
That would look a bit odd to me
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My Maps: UT: JB-HallOfGiants UT2004: JB-SavoIsland-Gold, JB-Conduit-Gold, JB-Cosmos, JB-SubZero Jailbreak 2004 Bonus Pack: Classic Maps JB-Furia JB-Relic JB-Coralation |
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