project-navigation
Personal tools

Author Topic: Texture replacements still needed?  (Read 5387 times)

Offline lendrick

  • Cannon Fodder
  • **
  • Posts: 5
    • View Profile
Texture replacements still needed?
« on: December 10, 2010, 07:06:50 pm »
Greets!

I noticed the texture replacement thread has been silent for a few weeks, and I was wondering if all the textures have been replaced and, if not, which ones are still needed.  I'd like to make a list so that people who are looking to work on art can help out.

Thanks!

Bart K.
http://opengameart.org


Offline lendrick

  • Cannon Fodder
  • **
  • Posts: 5
    • View Profile
Re: Texture replacements still needed?
« Reply #2 on: December 10, 2010, 08:05:36 pm »
Absolutely. :)

The nice thing about OGA is that the licensing choices are such that all of the content on the site can be used (with proper attribution, of course) in any open source project.

Offline geever

  • Project Coder
  • PHALANX Commander
  • ***
  • Posts: 2561
    • View Profile
Re: Texture replacements still needed?
« Reply #3 on: December 10, 2010, 08:06:01 pm »
can ufo:ai use more of those 3d-models? i think h-hour already took some trees from there.

If they have compatible license, namely: CC-BY-SA 3.0 or GPL.

-geever

Offline Bartleby

  • Squad Leader
  • ****
  • Posts: 102
    • View Profile

Offline MCR

  • PHALANX veteran
  • ******
  • Posts: 1244
    • View Profile
Re: Texture replacements still needed?
« Reply #5 on: December 10, 2010, 08:24:40 pm »
Hello Bart K.  :)

Welcome to the forums.  :)

Yes, we still need all kind of textures & replacements for existing ones. The number we need is about one Quadrillion.  ;) :D ;D

Best would be to get all the new textures combined with normal-, glow- (when reasonable), specularity- & roughnessmaps ;)

Here is a list with the textures that have highest replacement priority, because those are of unknown origin & have no license:

http://static.ufo.ludwigf.org/html/textures/license-unknown.html

But we also replace other textures if the replacements are of higher quality, also our models can always use higher quality textures, so there is enough work to do...

Look here for more technical details:

http://ufoai.ninex.info/wiki/index.php/Artwork

Another problem is that hq textures with higher resolutions cannot replace existing ones used on our maps automatically, but have to be replaced manually by experienced mappers. That is why this can be long & hard work.

If you want to really help, bring it on, but a list would not be necessary as it is already available as you see ;)
But we would be happy if you pass on the information to other art-workers.

Greetinx.

btw., the preferred format for us would be png, although we still use a lot of jpg textures from the past...

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: Texture replacements still needed?
« Reply #6 on: December 10, 2010, 09:05:43 pm »

Offline Bartleby

  • Squad Leader
  • ****
  • Posts: 102
    • View Profile
Re: Texture replacements still needed?
« Reply #7 on: December 10, 2010, 09:21:45 pm »
wouldn't the http://media.ryzom.com/ be a good place to look for new trees, if needed?

Offline H-Hour

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 1923
    • View Profile
Re: Texture replacements still needed?
« Reply #8 on: December 11, 2010, 01:35:23 am »
Hi lendrick (Bart). Thanks for the help! Lots of confusing posts there, but Mattn's list is the one you want. It is updated daily and will tell you the license status for all of our files. Anything with an UNKNOWN license needs to be replaced.

For texture artists, here is the breakdown showing only textures with an UNKNOWN license we need replaced (200+!). This is the list I would point people to at OGA. It is what we need done most urgently and what is most likely to be used.

While MCR mentioned that we sometimes replace existing, properly licensed textures with higher-res textures, I wouldn't suggest this for casual helpers at OGA. This only works when it's coordinated with a mapper who is willing to make the replacements and that is not likely to happen (we need mappers more desperately than we need texture artists).

Other things to mention to people willing to help:

- Textures should be able to slot right into the existing textures (ie - replace a 128x256 texture with another 128x256, or 256x512, as long as the dimensions are the same).
- When possible, please include normal maps and specularity maps. But this is not necessary. Our first priority is to get our licensing straight.


Bart, I'll be packing up some more of my textures for OGA in the next couple weeks.
« Last Edit: December 11, 2010, 01:37:03 am by H-Hour »