UFO:Alien Invasion

Development => Artwork => Topic started by: Mattn on August 24, 2010, 11:24:11 am

Title: Artwork replacement thread
Post by: Mattn on August 24, 2010, 11:24:11 am
Unlicensed models and model skins (http://ufoai.ninex.info/licenses/models/license-unknown.html)
Unlicensed particle art (http://ufoai.ninex.info/licenses/pics/license-unknown.html)

Post files here that are released under the GNU General Public License 2.0 or later (GPL2 or later) or the Creative Commons Attribution-Share Alike 3.0 (CC-BY-SA 3) and are replacements for those files that can be found behind the above given link.

If you attach a texture here and nothing is written about the license you have to ensure that we can take the GPL2 or later as a license. If you would like to pick the CC-BY-SA 3 you have to tell us per attached image in this thread.

Please make sure to submit png images that have the same resolution as the imageit should replace. It would be a nice addition if you could also submit the Gimp or Photoshop (or whatever) source files.

If the files are too big to get attached here - feel free to upload them at http://drop.io/ or the hoster of your choice.

Big thanks to all contributors

Directory listing in our svn: http://ufoai.svn.sourceforge.net/viewvc/ufoai/ufoai/trunk/base/
Title: Re: Texture replacement thread
Post by: nerf5000 on August 24, 2010, 07:50:55 pm
Contributing #31, original file is too big to attach. GPL 2 is fine.
Title: Re: Texture replacement thread
Post by: H-Hour on August 24, 2010, 10:34:46 pm
That's great nerf! The original looked like the glass on the monitor had been shattered. Do you think you could add that in as well? Just some simple lighter shards over the black would work fine.

Also, that one was part of a series that all make up one computer. If you can do the rest, that will help make it look like a single computer. For instance, pc_b and pc_c are both used for the "body" of the monitor (ie - not the screen), so it will be best if the textures match the frame for your texture.
Title: Re: Texture replacement thread
Post by: nerf5000 on August 25, 2010, 04:38:55 am
Yep, I wasn't sure if the 'shatter' overlay was on purpose or if it was just artifacts from clearing out of lens flares from a picture.
On the second point is there a doc where it lists what the parts are of? I can see for example there are pieces of a car, there are some generic wall textures, but some of the stuff is not readily identifiable and if folks know what its for it would be easier to replace them with matching textures.

thanks
Title: Re: Texture replacement thread
Post by: nerf5000 on August 25, 2010, 05:21:58 am
Here is an alt version of the monitor screen, I'm going to see what I can do about the rest of it
Title: Re: Texture replacement thread
Post by: H-Hour on August 25, 2010, 10:06:58 am
Thanks nerf, that's perfect. I found that pc is part of a series just by looking in /base/textures/tex_tech and seeing several pc_a, pc_b, pc_c, etc. In most cases, if something is part of a series it should be named so that the others appear next to it.

Other than that, the only thing you can do is fire up UFORadiant and have a look at the maps where the texture is used (listed in the link at the top of this thread). But in most cases just having a look in the /textures/ directory should do the trick.
Title: Re: Texture replacement thread
Post by: Crystan on August 25, 2010, 11:44:41 am
They still use glass for displays in the year 2080? Wow :D
(i didnt mean to critique the texture)
Title: Re: Texture replacement thread
Post by: H-Hour on August 25, 2010, 01:13:57 pm
They still use glass for displays in the year 2080? Wow :D
(i didnt mean to critique the texture)

Most of the content was made before the game was set in the future, but if you want to go through and update all the maps go for it. ;)
Title: Re: Texture replacement thread
Post by: Origin on August 25, 2010, 09:24:46 pm
202 done
Title: Re: Texture replacement thread
Post by: H-Hour on August 25, 2010, 09:51:03 pm
Cool Origin, it's nice to see lots of people chipping in on this, since it's not the most glamorous of projects.

And thanks for providing the normalmap as well. I'm not sure if that's in the correct format, but now that I've gone to look in our wiki, it looks like we have conflicting information about how the normalmap should be generated. My normalmaps usually generate partial opacity, according to the settings shown in this image (http://ufoai.ninex.info/wiki/index.php/File:Normalmap_settings.png). But in our artwork page (http://ufoai.ninex.info/wiki/index.php/Artwork#Normalmaps) we also link to different settings shown here (http://ufoai.ninex.info/wiki/index.php/File:Normalmap.png).

Mattn or someone who knows better: which one should it be? I'll get the wiki changed, just let me know what to do. I hope I haven't been making all my normalmaps wrong!

Title: Re: Texture replacement thread
Post by: H-Hour on August 25, 2010, 09:58:17 pm
Two things:

1) nerf5000 and Origin: how do you want to be referenced in the licensing info? As Origin and nerf5000 or with your real names?

2) Origin, I noticed wall002 has a wall001 brother that's basically the same only with thinner ridges. Would you want to do that one as well?
Title: Re: Texture replacement thread
Post by: Origin on August 25, 2010, 10:09:27 pm
Just go with Origin for the licensing stuff. And yes I noticed that one after I had started so i better do that one too :)
Title: Re: Texture replacement thread
Post by: Mattn on August 26, 2010, 08:41:05 am
Mattn or someone who knows better: which one should it be? I'll get the wiki changed, just let me know what to do. I hope I haven't been making all my normalmaps wrong!

the alpha channel is used in our normalmaps - the height is encoding in it.
Title: Re: Texture replacement thread
Post by: bayo on August 26, 2010, 10:31:52 am
Side node, prefer using texture name instead of number. The number can change.
Title: Re: Texture replacement thread
Post by: Origin on August 26, 2010, 11:03:24 am
Cool Origin, it's nice to see lots of people chipping in on this, since it's not the most glamorous of projects.

And thanks for providing the normalmap as well. I'm not sure if that's in the correct format, but now that I've gone to look in our wiki, it looks like we have conflicting information about how the normalmap should be generated. My normalmaps usually generate partial opacity, according to the settings shown in this image (http://ufoai.ninex.info/wiki/index.php/File:Normalmap_settings.png). But in our artwork page (http://ufoai.ninex.info/wiki/index.php/Artwork#Normalmaps) we also link to different settings shown here (http://ufoai.ninex.info/wiki/index.php/File:Normalmap.png).

Mattn or someone who knows better: which one should it be? I'll get the wiki changed, just let me know what to do. I hope I haven't been making all my normalmaps wrong!



I noticed this when going through the textures. I personally have never seen normal maps with transparency before. that being said they seem to render no different from standard ones.
Title: Re: Texture replacement thread
Post by: H-Hour on September 04, 2010, 05:54:43 pm
Origin and nerf5000, your textures have been committed now. Thanks and keep them coming whenever you get a chance!
Title: Re: Texture replacement thread
Post by: H-Hour on September 07, 2010, 11:59:03 am
/tex_lights/neon003.png GPL'd

We ought to get rid of it some day. Would be nice if there were a way to indicate in UFORadiant if a texture has a bad license.
Title: Re: Texture replacement thread
Post by: H-Hour on September 07, 2010, 02:08:27 pm
/tex_buildings/floor013 is GPL'd now as well. I increased the resolution to 512x512 because I like the texture, and changed it's scale in the maps (only two outside of the +city tiles).
Title: Re: Texture replacement thread
Post by: H-Hour on September 08, 2010, 12:22:46 am
/tex_doors/elevator_ooo.jpg GPL'd now. I've finally figured out Photoshop's brushes system, so this is getting easy now. :)
Title: Re: Texture replacement thread
Post by: H-Hour on September 08, 2010, 10:50:19 am
/tex_buildings/wall027-032 where done last night.

Mattn, how often does the license_unknown.html page update?
Title: Re: Texture replacement thread
Post by: Bartleby on September 08, 2010, 12:10:07 pm
Mattn, how often does the license_unknown.html page update?
news: "Check the list of textures that must still be replaced. This list is updated each night at 04:00:00 UTC."
(not sure if that helps u)
Title: Re: Texture replacement thread
Post by: H-Hour on September 08, 2010, 01:40:17 pm
Ahh ok, I think it didn't update last night then.
Title: Re: Texture replacement thread
Post by: kuparikettu on September 08, 2010, 07:40:48 pm
Just a note: to my eyes quite many of the textures look like they might be from the Golgotha texture pack, which was released as public domain about ten years ago. If somebody wants to spend time comparing textures -- or just trying to find something useful -- the Golgotha textures can be found here: http://www.wolfiesden.com/golgotha/golgotha.asp (http://www.wolfiesden.com/golgotha/golgotha.asp).
Title: Re: Texture replacement thread
Post by: H-Hour on September 08, 2010, 10:13:29 pm
Thanks for the tip. It looks like we've already got 27 textures licensed to Golgotha. I had a quick scan and didn't see any others that I recognized.
Title: Re: Texture replacement thread
Post by: H-Hour on September 09, 2010, 11:55:18 am
GPL'd tex_buildings/window001 and tex_material/metall002

It looks like the license page hasn't been modified since August 30, so it probably hasn't been adjusted for the new GIT licensing system. For now I'll just keep posting here so there isn't any duplication of work in case anyone else wants to do some (hint hint). :)
Title: Re: Texture replacement thread
Post by: bayo on September 09, 2010, 01:50:42 pm
Yes, the license page is not updated. since the switch from SVN to Git. But u can generate it urself.
Title: Re: Texture replacement thread
Post by: Mattn on September 09, 2010, 04:05:41 pm
i've asked dino4k to work on it already. stay tuned
Title: Re: Texture replacement thread
Post by: H-Hour on November 03, 2010, 07:42:40 am
Any progress on getting the licenses list updating again?
Title: Re: Texture replacement thread
Post by: Mattn on November 03, 2010, 04:44:29 pm
this one should be up-to-date

i'm not sure why there are not graphs shown

http://ufoai.ninex.info/licenses
Title: Re: Texture replacement thread
Post by: H-Hour on November 04, 2010, 11:55:11 am
The directories seem to be empty... (I'll update the first post of the topic)
Title: Re: Texture replacement thread
Post by: bayo on November 04, 2010, 01:31:58 pm
Quote
The directories seem to be empty
Only cause the cron task is not yet running. I hope soon, else i will execute it with hands in few hours.
Title: Re: Texture replacement thread
Post by: H-Hour on November 04, 2010, 11:54:33 pm
Working now, great!
Title: Re: Texture replacement thread
Post by: bayo on November 05, 2010, 10:22:18 am
and here you have logs of generations, but i dont yet know why there is no images http://ufoai.ninex.info/licenses.log (maybe cause i missing to redirect 2> to the logs)
Title: Re: Texture replacement thread
Post by: Bartleby on November 05, 2010, 12:16:18 pm
no more "unknown" textures? cool. waiting to see ufo ai also in ubuntu-games soon :P.
Title: Re: Texture replacement thread
Post by: H-Hour on November 05, 2010, 12:24:33 pm
There are still 211 UNKNOWN (http://ufoai.ninex.info/licenses/textures/index.html), unfortunately.
Title: Re: Texture replacement thread
Post by: bayo on November 05, 2010, 01:53:37 pm
We should replace everything with a red texture  ;D
Title: Re: Texture replacement thread
Post by: Bartleby on November 05, 2010, 06:22:47 pm
not playing 2.4dev. cant see how many red textures there are atm. but the 211 unknown textures in the list are maked as unused. thats why i ask. some weeks ago there were 272 and all were used. was just so glad to see all that "unused" and cant imagine where the texytures could be used without maps. sadly there must be a mistake in that thinking.
anyway. did i already mention that i like to follow all ure progress :).
Title: Re: Texture replacement thread
Post by: H-Hour on November 06, 2010, 12:57:00 am
was just so glad to see all that "unused"

Good point, I didn't notice that! I think something must be wrong there.
Title: Re: Texture replacement thread
Post by: H-Hour on November 06, 2010, 12:59:12 am
Is it safe to say that these (http://ufoai.ninex.info/licenses/textures/tex_ufo/license-unknown.html) are also "SparX" and under GPL?
Title: Re: Texture replacement thread
Post by: bayo on November 06, 2010, 01:03:44 pm
image problem and unused problem is fixed now. Waiting for cron...
Title: Re: Texture replacement thread
Post by: p0ss on January 23, 2011, 07:15:02 am
I've started working on replacing the unknown textures, I know it says to keep the same resolution at the top of the thread, but in chat someone mentioned I should do them at a higher resolution so they can be scaled down later.  Anyway, here are the first couple so I can get some feedback before moving on to do some more. I've basically tried to make them so they looked the similar to the old versions, so that people wont notice a jarring change in their maps, but at the same time increase the resolution and general image quality. 

 Since there are attachment size restrictions in post replies, I've uploaded them to open game art

http://opengameart.org/content/kitchen-texture-pack
Title: Re: Texture replacement thread
Post by: MCR on January 23, 2011, 10:58:19 am
Hey p0ss  :)

Very, very nice. These replacement textures look really good. Top !
One thing though: Could you also make normalmaps for them, or otherwise upload your sourcefiles with layers somewhere so we can more easily create those ?
Title: Re: Texture replacement thread
Post by: H-Hour on January 23, 2011, 11:26:15 am
Thanks p0ss! I've added the hi-res to our data_source and dropped in the replacements at low-res for our maps. You can see the commit to master here (http://ufoai.git.sourceforge.net/git/gitweb.cgi?p=ufoai/ufoai;a=commit;h=6bc39fe649702516e6c788003de738a4793ce7c1).

I've put them under GNU GPL 2 or later under the  name "p0ss". Is that alright? Would you like anything different?

Also, I noticed that the kitchen* set you did has one other texture that needs to be redone to fit the style of your textures. Would you be willing to do this one (http://ufoai.git.sourceforge.net/git/gitweb.cgi?p=ufoai/ufoai;a=blob;f=base/textures/tex_furniture/kitchen001.jpg) as well for us?
Title: Re: Texture replacement thread
Post by: p0ss on January 23, 2011, 01:56:44 pm
No worries, I've updated OGA, the zip now includes the oven (with its xcf) and all the normal maps(although they could be better), I was planning to include the washing machine too, but gimp crashed and I lost it, I'll redo it later.  I'm thinking of doing the japanese village textures next if no one else has dibs on them.

  The licensing is fine mate :)
Title: Re: Texture replacement thread
Post by: H-Hour on January 23, 2011, 02:30:56 pm
No dibs have been called. ;)
Title: Re: Texture replacement thread
Post by: H-Hour on January 23, 2011, 07:16:53 pm
No worries, I've updated OGA, the zip now includes the oven (with its xcf) and all the normal maps

Comitted, thanks.
Title: Re: Texture replacement thread
Post by: p0ss on January 24, 2011, 05:24:42 am
I've recreated the three rusted metal textures (as close as I could without going out and taking pictures), the images, normal maps and .xcfs can be found on OGA here:

http://opengameart.org/content/rusted-metal-texture-pack

 I've attached the washing machine below, its also now in the kitchen pack on OGA if needed.

ps. it just occurred to me, do those metal textures need to be tile-able? I can make tile-able versions if need.
Title: Re: Texture replacement thread
Post by: H-Hour on January 24, 2011, 10:49:27 am
Thanks p0ss. Yes, each of those metal textures should tile. They're quit nice. Good job. I'll commit your washing machine now, thanks.
Title: Re: Texture replacement thread
Post by: bayo on January 24, 2011, 10:55:54 am
I think we are more interested by the replacement of the textures without license status (http://ufoai.ninex.info/licenses/license-unknown.html) than using hi-res textures. If grouping this images per map name help you (or anybody), i can code it.
Title: Re: Texture replacement thread
Post by: H-Hour on January 24, 2011, 11:27:19 am
@bayo, these are not just hi-res textures but replacements for three unknown licensed files here (http://ufoai.ninex.info/licenses/textures/tex_material/license-unknown.html) (the top three).

Grouping by map is not needed, I think. If we up the resolution and need to change the map files, it's best to have a breakdown on a per-texture basis.
Title: Re: Texture replacement thread
Post by: p0ss on January 24, 2011, 01:50:32 pm
Ok I made those textures tile-able and added the fourth metal texture that I'd missed, I also optimized them, halving their filesizes, I'll do this for all my textures from now on. For the fourth texture I included a version with a pole(like the original) and one without so you can decide which works better, I noticed that the pole version wasn't very widely used, I thought maybe a non-pole version might get more use. In any case, Its all in the metal pack on OGA.

 The list of unknowns seems to have grown since I first looked at it, we were at 211 and then we remove a few and now we are at 217, is this one of those never ending projects? :D
Title: Re: Texture replacement thread
Post by: H-Hour on January 24, 2011, 02:34:47 pm
I also optimized them, halving their filesizes, I'll do this for all my textures from now on.

Cool. Basically, this is how it works: If a texture changes its dimensions, a mapper has to go into every map file where it is used and modify it the size appropriately. Personally, whether or not I do this depends on a) whether I think the way the texture is used could really benefit from a higher-res texture and b) whether or not the texture we have as a replacement includes details of a high enough quality to merit the extra work. Others may have their own criteria. This is just me personally, where I want to put in my time and effort.

For instance, with your kitchen work, I just reduced the resolution and slotted them in (the high res are still in our data_source if someone wants to use them in the future). But with these metal textures, I'll add them as 512x512 and change all the maps because there is lots of great rusty detail in there and because I think they're textures that will be used more and more in the future. I'll almost never add a texture higher than 512x512, unless it's got a very specific role that warrants it, but we can keep higher res in our data_source for the future.

For the fourth texture I included a version with a pole(like the original) and one without so you can decide which works better, I noticed that the pole version wasn't very widely used, I thought maybe a non-pole version might get more use. In any case, Its all in the metal pack on OGA.

I can add both so this is good. Textures that work in a set with different variations are always useful for mappers.

The list of unknowns seems to have grown since I first looked at it, we were at 211 and then we remove a few and now we are at 217, is this one of those never ending projects? :D

It can be confusing because the licenses information is generated for every folder in our repository, so you might get pointed to one folder or another at different times (Bayo pointed to all unknown licenses, but this included models, skins, particle textures, etc.).

The one I keep my eye on and that is most relavent to this thread is here (http://ufoai.ninex.info/licenses/textures/). It shows all license information for files under /base/textures/, which is where our map textures sit and where the bulk of unknown licensed content is. If you look at the bottom, we're concerned about the textures marked UNKNOWN in red (currently 166). And if you look at the graph on the right on that page, you'll see that the Unknowns have dropped from about 220 a while ago, so we're definitely making progress.

Title: Re: Texture replacement thread
Post by: H-Hour on January 24, 2011, 07:50:38 pm
p0ss, it looks likle metal005 never got tileable. Could you tile this one as well? I can do it if not...
Title: Re: Texture replacement thread
Post by: p0ss on January 25, 2011, 04:12:25 am
Here are another 5 from the list:

http://opengameart.org/content/truck-textures

Not my best work, it was a bit strange not having a 3D version to compare against.

metal 005 should have a tileable version, maybe It just didn't make it into one of the zips. which zip was it missing from?

edit: here is the tileable version of metal005
Title: Re: Texture replacement thread
Post by: p0ss on January 25, 2011, 09:36:52 am
Alright, another pack for the texture replacement thread, this one is the shipping containers. Following on from your advice on alternate skins this time I have done six different colours to replace the one from the unknown textures, i figure that'll allow mappers to make more realistic environments by having higgledy piffeldy colours.  I didn't replace container003 because the two sides can just use the same texture so a mapper could just use container01, I can do ones with text like the old one if need be, but it seemed like it might distract more than help build a scene. 

 http://opengameart.org/content/shipping-container-texture-pack

 This time I did them with two sizes, original and high res, so you can just slot them right in.  This one was kind of exhausting, i had to make 50+ textures and only ended up replacing 3, still, hopefully it adds something to the project, given I churned out two packs today I might not do any more for a couple of days.
Title: Re: Texture replacement thread
Post by: H-Hour on January 25, 2011, 10:37:51 am
Thanks p0ss, I'll work on getting them in.

The metall005 you just posted is not actually tileable. Maybe you just saved the wrong layer or something?

Also, in the container texture pack, it looks like you overwrote container001-nm with container002-nm (see image).
Title: Re: Texture replacement thread
Post by: bayo on January 25, 2011, 11:53:39 am
happy to see it move so fast :)
Title: Re: Texture replacement thread
Post by: Mattn on January 25, 2011, 07:14:17 pm
wow - thanks p0ss and H-Hour. Great to see we have movement here.
Title: Re: Texture replacement thread
Post by: H-Hour on February 01, 2011, 06:36:25 pm
p0ss, I replaced the truck and container textures with your GPLs today. Thanks.
Title: Re: Texture replacement thread
Post by: FWishbringer on May 31, 2011, 09:25:18 pm
/base/textures/tex_material/s_wood001.jpg
license: unknown

new texture:
author: FWishbringer
license: Public Domain
Title: Re: Texture replacement thread
Post by: FWishbringer on May 31, 2011, 09:33:06 pm
/base/textures/tex_material/s_wood002.jpg
license: unknown

new texture:
authors: FWishbringer, admin at quality3dmodels.net
license: Creative Commons Attribution Non-commercial Share Alike 3.0

(Right way to do that I hope... copy and pasted the license from the image I used as a source, and since it was posted by 'Admin' and 'Attribution', hoping that's correct... I modified it, so I assume I'm added to the list... not a license guru... doesn't state what the attribution requirement is on the site for the source image)

Ok, some confusion in IRC, I got told it was a great site I am an admin of... to clarify, I am NOT the admin there. For instance, this image was based upon http://www.quality3dmodels.net/textures/textures.php?id=69 with some editing to make it similar in appearance to the present, unknown license, texture. The admin there posted it as a CC license with Share Alike, so I used it and modified it to get what you see here. Hence, authorS. :)
Title: Re: Texture replacement thread
Post by: FWishbringer on May 31, 2011, 09:42:54 pm
/base/textures/tex_material/s_wood003.jpg
license: unknown

new texture:
authors: FWishbringer, admin at quality3dmodels.net
license: Creative Commons Attribution Non-commercial Share Alike 3.0
(Same as last)
Title: Re: Texture replacement thread
Post by: FWishbringer on May 31, 2011, 09:48:27 pm
/base/textures/tex_material/wood001.jpg
license: unknown

new texture:
author: FWishbringer
license: Public Domain
Title: Re: Texture replacement thread
Post by: Mattn on May 31, 2011, 11:38:21 pm
thanks for your textures - but the Non-Commercial license is not compatible to the licenses we can use.
Title: Re: Texture replacement thread
Post by: Mattn on May 31, 2011, 11:45:55 pm
wood001.png and s_wood001.png are not published - thanks a lot
Title: Re: Texture replacement thread
Post by: FWishbringer on June 01, 2011, 02:48:25 am
Time to hunt for public domain replacements.

Was told higher res would be a good idea (along with drop-in replacements), so future ones will include multires.
Title: Re: Texture replacement thread
Post by: FWishbringer on June 01, 2011, 03:13:53 am
base/textures/tex_material/s_wood003.jpg
license: unknown

new texture:
author: FWishbringer
license: Public Domain
Title: Re: Texture replacement thread
Post by: FWishbringer on June 01, 2011, 04:02:56 am
/base/textures/tex_material/s_wood002.jpg
license: unknown

new texture:
author: FWishbringer
license: Public Domain

Realized when I was finishing up, I had resized it already.
Title: Re: Texture replacement thread
Post by: FWishbringer on June 01, 2011, 04:36:16 am
/base/textures/tex_material/wood003.jpg (no s_)
license: unknown

new texture:
author: FWishbringer
license: Public Domain
Title: Re: Texture replacement thread
Post by: FWishbringer on June 01, 2011, 03:01:50 pm
base/textures/tex_buildings/floor002.jpg
license: unknown

new texture:
author: FWishbringer
license: Custom (GPL Compatible)

License text from site of base image:
Quote
Terms of Use: All photos at PhotoRack are Free to use for personal and commercial projects. No limitations.
No backlink required to use them, however we really appreciate it if you post about us in your blog :)  Enjoy !
Title: Re: Texture replacement thread
Post by: FWishbringer on June 01, 2011, 03:06:09 pm
base/textures/tex_buildings/floor022.jpg
license: unknown

new texture:
author: FWishbringer
license: Custom (GPL Compatible)
Title: Re: Texture replacement thread
Post by: FWishbringer on June 01, 2011, 03:55:02 pm
base/textures/tex_buildings/japwall003.jpg

new texture:
author: FWishbringer
license: Custom (GPL Compatible)
Title: Re: Texture replacement thread
Post by: Mattn on June 01, 2011, 04:12:35 pm
i have uploaded the wood textures - the other three are still missing, i have to check the license stuff first (though i think it's fine)

thanks again.

we have to save the higher res versions somewhere else until sandros finished the texture coordinate patch which will allow us to replace every texture with a different resolution version
Title: Re: Texture replacement thread
Post by: FWishbringer on June 01, 2011, 04:44:11 pm
base/textures/tex_buildings/japwall005.jpg
license: unknown

new texture:
author: FWishbringer
license: Custom License (GPL Compatible) + Public Domain

Mixing an image with that same, very open, custom license with a public domain image.

Is there any way to say 'default to loading the render window of radiant, big'? Wouldn't have to resize it every time I go to check (unless there's some way to force radiant to reload all textures).

Removed higher res version since it was pointed out that there wasn't enough extra detail to notice. Like below, it scaled down well from the 512^2 original.
Title: Re: Texture replacement thread
Post by: FWishbringer on June 01, 2011, 05:07:10 pm
base/textures/tex_buildings/japwall004.jpg
license: unknown

new texture:
author: FWishbringer
license: Custom License (GPL Compatible) + Public Domain

With my couple of textures stuck in place, base/maps/japan/ja_h3.map looks so much better to me in radiant.

Not attaching the higher res version since it was said there wasn't enough extra detail. (Actually started with 512^2... it just scaled down well...)
Title: Re: Texture replacement thread
Post by: FWishbringer on June 01, 2011, 05:28:18 pm
base/textures/tex_buildings/wall019.jpg
license: unknown

new texture:
author: FWishbringer
license: Custom (GPL Compatible)
Title: Re: Texture replacement thread
Post by: FWishbringer on June 01, 2011, 08:06:36 pm
base/textures/tex_buildings/japwall007.jpg
license: unknown

new texture:
author: FWishbringer
license: Custom (GPL Compatible)
Title: Re: Texture replacement thread
Post by: FWishbringer on June 01, 2011, 10:18:30 pm
base/textures/tex_shop/tetra004.jpg
base/textures/tex_shop/tetra005.jpg
base/textures/tex_shop/tetra006.jpg
Licenses: unknown

new texture:
author: FWishbringer
license: GPLv2 or Later

Created these entirely myself, with a little help of looking in our fish pond. They don't match the dimensions of the originals quite the same (the originals weren't ^2), however if you take a look at the original's used (see radiant/prefabs/misc/shop/tetra3.map) they weren't right to begin with. These are drop in replacements that actually match the prefab correctly.

In case anyone is curious, the product is labelled as 'Brazilian Tetra Flakes', and the side of the box actually says 'Now made with twice the fishy goodness for a healthy treat!!'. Is it fish food? Is it people food? You decide...
Title: Re: Texture replacement thread
Post by: MCR on June 02, 2011, 11:42:03 am
FWishbringer aka Felyza, great work so far.

Please attach the high-res versions you made also and it would be nice if you could remake japwall006, too, then I will use that source to add 3 more japwall textures.
Title: Re: Texture replacement thread
Post by: FWishbringer on June 03, 2011, 04:25:09 am
Been working on this one a while...

http://ufoai.ninex.info/licenses/textures/tex_vehicles/license-unknown.html
spocar001.jpg through spocar004.jpg
All go to radiant/prefabs/cars/car_blue.map

Had to do it the hard way, and use guess and check to find edges. Checked against uforadiant on the prefab, and in a level. Matches up correctly, gets rid of non-power-of-2 textures, and I'll license it under the GPLv2 or Later. (As per making-of, tires are based on a picture, rest is all out of my head into my editor...)

new textures:
author: FWishbringer
license: GPLv2 or Later

License plate I purposefully made using characters that look 'right' regardless of if they are mirrored... they were mirrored on the prefab, and weren't on a level... so now they look 'right' regardless, though order would be backwards.

(You can safely ignore my notes on the images... they don't show up... was from my hand made texture map....)
Title: Re: Texture replacement thread
Post by: FWishbringer on June 03, 2011, 04:40:42 am
Couple easy ones....
base/textures/tex_terrain/arctic.jpg
base/textures/tex_terrain/cold.jpg
licenses unknown

new textures:
author: FWishbringer
license: GPLv2 or Later
Title: Re: Texture replacement thread
Post by: FWishbringer on June 03, 2011, 05:16:44 am
base/textures/tex_tech/xerox_a.jpg through base/textures/tex_tech/xerox_d.jpg
licenses: unknown

new textures:
author: FWishbringer
license: GPLv2 or Later

Yep, match up according to uforadiant

(The three paper trays are labelled as Letter, Legal, and Construction... the brand is Carbon Copier... the 'instruction plaque' up top actually says... "From the makers of Tetra Flakes and other fine products, to you")
Title: Re: Texture replacement thread
Post by: FWishbringer on June 03, 2011, 05:17:55 am
Higher resolution versions of above... since its only 4 images per post.
Title: Re: Texture replacement thread
Post by: FWishbringer on June 03, 2011, 06:01:55 am
base/textures/tex_misc/gas001.jpg through base/textures/tex_misc/gas003.jpg

new textures:
author: FWishbringer
license: GPLv2 or Later

All nice and neat in uforadiant on prefab and in level.

Since modern pumps combine grades, went ahead and made it look sorta like a modern pump.

The 'logo' is Sunmobitexastation, scrunched up. ;)

Assuming everything I've done is used... that should put the database at 97 remaining textures without licenses.
Title: Re: Texture replacement thread
Post by: FWishbringer on June 03, 2011, 06:26:40 am
base/textures/tex_furniture/jap_carpet001.jpg

new textures:
author: FWishbringer
license: GPLv2 or Later

Ok, this doesn't look much like the original at all... for a reason. The original is not a power of 2, and because it's used and stretched differently on different maps, it can't be resized without breaking it, unless its a simple repeating texture. Still matches decor to an extent, just not as pretty.
Title: Re: Texture replacement thread
Post by: FWishbringer on June 03, 2011, 06:33:03 am
base/textures/tex_buildings/japwall006.jpg

Completes the series

new texture:
author: FWishbringer
license: MIT License

Title: Re: Texture replacement thread
Post by: FWishbringer on June 03, 2011, 06:49:45 am
By MCR's request... japwall004_high.png through japwall006_high.png (high resolution versions)

Same as the others, twice the resolution. Cleaned up the two that I were told appeared washed out. Looks much better now, to me anyway.

MIT License
Title: Re: Texture replacement thread
Post by: Mattn on June 03, 2011, 06:52:56 am
thanks a lot - they are all applied to master (original resolution)

thanks also for the higher res textures, we will apply them once Sandros patch is working.
Title: Re: Texture replacement thread
Post by: FWishbringer on June 03, 2011, 07:37:19 am
base/textures/tex_buildings/floor011.jpg

new texture:
author: FWishbringer
license: MIT License

Title: Re: Texture replacement thread
Post by: FWishbringer on June 03, 2011, 06:27:43 pm
base/textures/tex_buildings/wall_se08.jpg and wall_se07.jpg

new texture:
author: FWishbringer

wall_se07.jpg
license: GPLv2 or Later

wall_se08.jpg
license: MIT License (because I used bricks from photorak)
Title: Re: Texture replacement thread
Post by: Sandro on June 03, 2011, 09:07:18 pm
thanks also for the higher res textures, we will apply them once Sandros patch is working.

Until patch is finished, you can mass rescale textures by using the Python script. It is located at src/tools/scripts/map_scale_textures.py

Code: [Select]
cd where_ufoai_is/src/tools/scripts/
python map_scale_textures.py ../../../base/maps -r texture_name scalex scaley
Will rescale ALL occurences of texture_name in base/maps/...../*.map

For example, if you replaced 128x128 tex_buildings/floor024 by 512x512, call it like this:
Code: [Select]
cd where_ufoai_is/src/tools/scripts/
python map_scale_textures.py ../../../base/maps -r  tex_buildings/floor024 0.25 0.25
Title: Re: Texture replacement thread
Post by: MCR on June 04, 2011, 01:15:16 am
Great tool, but VERY powerful ;)

Every mapper should be aware that latest work on their maps should be comitted before the big replacement party begins.

Also we should not forget to change the prefabs also & it should be somehow coordinated who uses this tool on which texture.

Otherwise many scaling bugs can happen, if not all of the maps are processed at once when a texture's resolution gets upgraded.
Title: Re: Texture replacement thread
Post by: FWishbringer on June 06, 2011, 05:50:05 am
Ok, this isn't a drop in replacement. It's higher resolution, as well as different size.

Original: 128x80px
New: 512x256px

I made it originally 410x256 then stretched it, so it should work out once the horizontal is fixed.

base/textures/tex_pics/traktor2.jpg
License: CC 2.0 (not DFSG compatible)

new texture:
author FWishbringer
license Public Domain
Title: Re: Texture replacement thread
Post by: FWishbringer on June 06, 2011, 06:20:47 am
These need resized, so posting here to let MCR/mattn do the sandros shuffle.

(They are in the DB as CC 2.5... which isn't DFSG compatible)

base/textures/tex_misc/container004.jpg
base/textures/tex_misc/container007.jpg

originals: 128^2
new: 512^2

license: public domain
Title: Re: Texture replacement thread
Post by: FWishbringer on June 06, 2011, 06:36:09 am
base/textures/tex_nature/potatoes.png

really need to figure out how to push a change with licenses....

The dirt had been based on CC2.5, which was bad. Apparently slipped through before I found out they were bad and removed the CC2.5 and older things I submitted.

new texture:
license: public domain
Title: Re: Texture replacement thread
Post by: FWishbringer on June 06, 2011, 07:06:40 am
... and dirt to go with it...
base/textures/tex_nature/dirt001.png

license: public domain
Title: Re: Texture replacement thread
Post by: FWishbringer on June 06, 2011, 07:16:55 am
base/textures/tex_pics/banner_watch.jpg
license is CC2.5, not DFSG compatible

new texture:
license is public domain

Now, this was another non-power-2 texture.
Original was 160x128. The new one was made at 320x256 and then stretched to 512x256, so will look right when applied to the object correctly.

With this, and the previous applied, it'll make all known-license images compatible. Still have the unknown licenses to fix.

Title: Re: Texture replacement thread
Post by: FWishbringer on June 06, 2011, 10:27:41 pm
base/textures/tex_tech/comptex004.jpg

author: FWishbringer
license: GPLv2 or later

Now that I know about PNG optimization, they will be getting optimized.

Title: Re: Texture replacement thread
Post by: FWishbringer on June 06, 2011, 10:37:06 pm
base/textures/tex_nature/dirt002.jpg
license unknown

this one is public domain
Title: Re: Texture replacement thread
Post by: Mattn on June 06, 2011, 11:17:24 pm
i have not yet applied the container textures - all the other are applied already - thanks again

the container textures are used quite often and this might take some time to replace them with the higher res versions.
Title: Re: Texture replacement thread
Post by: MCR on June 07, 2011, 03:32:32 pm
i have not yet applied the container textures - all the other are applied already - thanks again

the container textures are used quite often and this might take some time to replace them with the higher res versions.

The containers still miss normalmaps, all other textures to this point, which are reasonable, have been replaced with their respective hq versions & rescaled on all maps and prefabs in master.

Here a screenie of the new basketball stadium display:
Title: Re: Texture replacement thread
Post by: Sandro on June 07, 2011, 07:59:14 pm
Now that I know about PNG optimization, they will be getting optimized.

Alas, PNG optimizer you are using is not the best one:

Code: [Select]
>pngout.exe /f5 complex004.png complex004_.png
 In:   16436 bytes               complex004.png /c2 /f5
Out:   13247 bytes               complex004_.png /c2 /f5
Chg:   -3189 bytes ( 80% of original)

>pngout.exe /f5 dirt002_high.png dirt002_high_.png
 In:  390111 bytes               dirt002_high.png /c2 /f5
Out:  372172 bytes               dirt002_high_.png /c2 /f5
Chg:  -17939 bytes ( 95% of original)

You really should consider trying the pngout -- it's absolutely free, the only drawback is it being a command line tool.

PS: Thanks for the texture work!
Title: Re: Texture replacement thread
Post by: FWishbringer on June 14, 2011, 06:50:52 pm
Ok, switched to PNGOut.... hopefully I have the 'right' one now.

Created originally as 640x512 then downscaled to 512^2, so they should look right in game, once its updated for the higher resolution. All were non-power-2 previously, so went higher res when I updated, since they are going to need changed anyway.

You can put these as GPLv2 or later
Author: FWishbringer

Title: Re: Texture replacement thread
Post by: FWishbringer on June 14, 2011, 06:51:50 pm
The rest of them
Title: Re: Texture replacement thread
Post by: H-Hour on June 16, 2011, 05:08:19 am
I'm a bit out of touch these days, but wanted to say thanks FWishbringer. Good to see some more GPL replacements getting done.
Title: Re: Texture replacement thread
Post by: FWishbringer on June 16, 2011, 10:25:16 pm
base/textures/tex_buildings/floor_se01.jpg
base/textures/tex_buildings/floor_se02.jpg

license: gplv2 or later

drop in 256^2 replacements, as well as 512^2 higher res ones
Title: Re: Texture replacement thread
Post by: FWishbringer on June 16, 2011, 10:25:54 pm
and the last because the post size was too high
Title: Re: Texture replacement thread
Post by: FWishbringer on June 16, 2011, 11:44:45 pm
base/textures/tex_doors/door012.jpg

gplv2 or later

As per room number 781947... its a date, feel free to look it up. :)
Title: Re: Texture replacement thread
Post by: H-Hour on December 15, 2011, 09:14:45 am
The license file contains one entry for TimberDragon that is not licensed:

Code: [Select]
base/models/weapons/rpg/rocket_inc.md2 |  | TimberDragon
All other entries by TimberDragon are licensed under GNU GPL 2.0 or later. Any of the old-timers remember TimberDragon? Are we comfortable flagging this entry as GNU GPL 2.0 or later?
Title: Re: Texture replacement thread
Post by: geever on December 15, 2011, 01:55:45 pm
That model should be replaced IMHO, every other one (rocket) was replaced already.

-geever
Title: Re: Texture replacement thread
Post by: MCR on December 15, 2011, 02:20:14 pm
That model should be replaced IMHO, every other one (rocket) was replaced already.

-geever

Those old rocket & rpg models are not used as weapon on the battlefield anymore, but the old RPG models are still used as deco on some maps (like excavation IIRC), so the models should not be removed.
Title: Re: Texture replacement thread
Post by: H-Hour on December 15, 2011, 03:17:21 pm
Ok, I removed references to the old RPG in the UFO files. Would it be possible to have the licenses generator specify any maps where an MD2 file is used? Then we can be sure we've replaced all instances before removing the file.
Title: Re: Texture replacement thread
Post by: bayo on December 15, 2011, 04:57:45 pm
i can do a little homework on that this weekend.
If and only if i can talk git...
Title: Re: Texture replacement thread
Post by: H-Hour on December 16, 2011, 02:31:24 pm
Just GPL'd the last unlicensed file in /textures/ (http://ufoai.git.sourceforge.net/git/gitweb.cgi?p=ufoai/ufoai;a=commit;h=a2af5d3307c51ea3ecceb8f14ca253c69484d9b4)! Now we only have a few /models/ (http://ufoai.ninex.info/licenses/models/license-unknown.html) and /pics/sfx/ (http://ufoai.ninex.info/licenses/pics/license-unknown.html) files left unlicensed!

The models will be the real time-consumer. I definitely don't want to model and animate a cow! But I should be able to find drop-in replacements for much of our vegetation models from OpenGameArt.
Title: Re: Artwork replacement thread
Post by: Mattn on December 16, 2011, 10:11:15 pm
thanks a lot for your work nate. brilliant. a great step towards our linux distribution inclusion. again thanks
Title: Re: Artwork replacement thread
Post by: H-Hour on December 18, 2011, 07:41:23 pm
Thanks, Bayo, for the maps-using-models extension to the licenses generator.
Title: Re: Artwork replacement thread
Post by: DarkRain on March 26, 2012, 02:57:07 am
Looking at file histories

base/models/objects/vegi/ficus/ficus.md2
It seems that it  was converted to md2 (http://ufoai.git.sourceforge.net/git/gitweb.cgi?p=ufoai/ufoai;a=history;f=base/models/objects/vegi/ficus;hb=HEAD) from the md3 one  originally posted here (http://ufoai.org/forum/index.php/topic,4476.msg34439.html#msg34439) by sitters (gpl2 or later)

base/models/objects/vegi/pino/pino2.png
base/models/objects/vegi/pino/pino2_leaves.md2
base/models/objects/vegi/pino/pino3_leaves.md2
base/models/objects/vegi/pino/pino_trunk.png

These seem to have been splitted (http://ufoai.git.sourceforge.net/git/gitweb.cgi?p=ufoai/ufoai;a=history;f=base/models/objects/vegi/pino;hb=HEAD) from the original one posted in OpenGameArt.org (http://opengameart.org/content/pine-lowpoly)
Title: Re: Artwork replacement thread
Post by: Mattn on March 26, 2012, 09:27:05 am
thanks a lot - i've included your findings into the LICENSES file
Title: orbit.png
Post by: qubodup on June 10, 2012, 11:51:57 am
Somebody mentioned in a blog post (http://freegamer.blogspot.com/2012/06/great-changes-upcoming-for-ufoai.html) comment that there's still non-free art in UFO:AI:
http://ufoai.org/licenses/license-unknown.html
http://ufoai.org/licenses/license-cc-samplingplus10.html

I figured I can make at least a tiny contribution to replace orbit.png (http://ufoai.git.sourceforge.net/git/gitweb.cgi?p=ufoai/ufoai;a=blob;f=base/pics/geoscape/orbit.png).
(http://ompldr.org/vZTgwZg)
http://openclipart.org/detail/170525/yellow-planes-flying-over-black-ground-16px-icon-by-qubodup-170525
Creator: me, Legal status: CC0/Public Domain

Regarding female scream sounds, there are two freely-licensed (cc-by 3.0) samples on freesound, which apparently only need to be cut:
http://www.freesound.org/people/FreqMan/sounds/42848/
http://www.freesound.org/people/FreqMan/sounds/42849/

Hope this helps. Cheers!
Title: Re: Artwork replacement thread
Post by: bayo on June 10, 2012, 12:46:43 pm
Hi, not sure the icon have an unknown license, maybe a metadata is missing. But thanks anyway.
And hope somebody will check that sound issue. your source content looks interesting.
Title: Re: Artwork replacement thread
Post by: H-Hour on June 10, 2012, 12:49:58 pm
qubodup: I'm sorry, but I think you have fallen victim to one of the complications of a work-in-progress game like this. The icon that appears unlicensed is actually just a temporary image that was duplicated from another icon (defense.png) until we get a proper replacement.

Would you be willing to make us a new icon? We need a 16x16 icon in a similar style, that represents a very large carrier UFO that is orbiting the planet. Perhaps a traditional disc UFO would work well for an icon? If you have other ideas that's good, but with 16x16 there's not a lot to work with.

Thanks again for helping out.
Title: Re: Artwork replacement thread
Post by: qubodup on June 10, 2012, 03:06:16 pm
Hello people, thanks for the quick replies!

H-Hour: the description is very helpful! How about (http://i.imgur.com/HxjCG.png)
http://openclipart.org/detail/170526/yellowblack-ufo-over-planet-16px-icon-by-qubodup-170526

If it's good but needs improvement, please make a screenshot for me where that icon is used in-game, so I can mockup-test it without having to run/find the icon in-game :)

About the sounds: I'd gladly nag the appropriate people to nag about adding/replacing sounds if you want me to. ;)
Title: Re: Artwork replacement thread
Post by: Crystan on June 10, 2012, 03:50:44 pm
Ill replace them in the near future.
Title: Re: Artwork replacement thread
Post by: H-Hour on June 10, 2012, 04:15:15 pm
Thanks qubodup. Because of the small size, I've cut out the planet. Are you ok with us using the attached image with the following license entry?

Code: [Select]
base/pics/geoscape/orbit.png | Public Domain | qubodup
We can use your real name as well if you want.
Title: Re: Artwork replacement thread
Post by: qubodup on June 10, 2012, 04:19:37 pm
Because of the small size, I've cut out the planet.
If the "in orbit" part of the icon information is not essential, that should be no problem.

Are you ok with us using the attached image with the following license entry?

Code: [Select]
base/pics/geoscape/orbit.png | Public Domain | qubodup
That's fine, thanks.
Title: Re: Artwork replacement thread
Post by: H-Hour on June 10, 2012, 05:34:48 pm
Committed (http://ufoai.git.sourceforge.net/git/gitweb.cgi?p=ufoai/ufoai;a=commit;h=16936f6065aa2a71e7e3c6c13dca0e5e62b36ec8). Thanks.
Title: Re: Artwork replacement thread
Post by: qubodup on June 28, 2012, 10:29:15 am
Can somebody check whether the remaining unknown models ( http://ufoai.org/licenses/license-unknown.html ) happen to be from http://www.md2.sitters-electronics.nl/models.html (NSFW)? I didn't find a way to view md2 models.
Title: Re: Artwork replacement thread
Post by: H-Hour on June 28, 2012, 07:10:15 pm
orbit.md2 looks like a temp model. we need to either license what we have or change it to a new model.

mattn, can you check this commit (http://ufoai.git.sourceforge.net/git/gitweb.cgi?p=ufoai/ufoai;a=commitdiff;h=2081693f0513a441db1374bab4835bf8adadd450) and if there is something for the artwork that still needs to be done can you note it in a TODO for me so I don't lose track of it?