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[WIP] Helmet Overlays


scrivener07

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Light covering more than heavy is odd.

Guard looks great!
Your Dwemer covers a lot less than mine, lol.
I like them, though.

 

I'll work more on mine this weekend. This week I want to focus on playing Vindictus, lol.

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Light covering more than heavy is odd.

 

Guard looks great!

Your Dwemer covers a lot less than mine, lol.

I like them, though.

 

I'll work more on mine this weekend. This week I want to focus on playing Vindictus, lol.

 

I know. Probably the best option is to just switch them and problem solved :tongue:

As far as dwemer helmet goes, now that I look at it I guess the fov is pretty high for heavy armour. It's because for the basic shape I just flipped the guard helmet vertically (lazy I know :facepalm:​ ​). Will redo it in the near future. For now the priority is to cover all vanilla+dlc helmets.

 

Have fun playing :smile:

I didn't play anything for a whole week witch is a LOT. Having to much fun in Photoshop :D

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Light covering more than heavy is odd.

 

Guard looks great!

Your Dwemer covers a lot less than mine, lol.

I like them, though.

 

I'll work more on mine this weekend. This week I want to focus on playing Vindictus, lol.

 

I know. Probably the best option is to just switch them and problem solved :tongue:

As far as dwemer helmet goes, now that I look at it I guess the fov is pretty high for heavy armour. It's because for the basic shape I just flipped the guard helmet vertically (lazy I know :facepalm:​ ​). Will redo it in the near future. For now the priority is to cover all vanilla+dlc helmets.

 

Have fun playing :smile:

I didn't play anything for a whole week witch is a LOT. Having to much fun in Photoshop :D

 

Shortcuts arn't that bad as long as they're not noticed. All game devs and many artists do so.

 

@Bold: I know that feeling. I did 6 helms in one day because they were so much fun.

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So far so good... I think :tongue:

Another update. Been working. Too much. Need to take a break...

 

 

Iron
http://i.imgur.com/UEbksUy.jpg

Ancient nordic
http://i.imgur.com/9jfa3HF.jpg

Imperial officer
http://i.imgur.com/75VaDkX.jpg

Imperial heavy
http://i.imgur.com/UrtKREx.jpg

 

 

...will be back in an hour or something :smile:

 

Edit: Back with more

 

Imperial
http://i.imgur.com/y3ZDbut.jpg

Imperial light
http://i.imgur.com/fuFVahr.jpg

 

Edited by megapolom
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Awesome work guys. Im so glad you artists are supporting this project. You really have the majority of vanilla armors done?! More screenshots!

 

Changes are coming with 1.4e. The new version does not load swf files anymore. For now on do the same thing with regular '.dds' texture files. Much easier than embedding images in swf in my opinion.

In the future I may restore the ability to load an overlay as a swf file but for now Im trying to keep my code simple. This new format also greatly reduces the barrier to entry, so more variety for everyone!

 

Version 1.4e will also bring the animated overlays featured in the demo video :cool: This new version will still be experimental.

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Looking good. You only have a few more helms to do, right? The high level ones. Ebony, Deadric, Glass, Elven, Dragon.

 

9 vanilla helmets (blades, daedric, dragonbone, dragonscale, ebony, elven, glass, orchish and stell horned - working on the last one as I type)

5 dlc pieces (bonemold, Nordic carved, stalhrim light & heavy)

So I hope I'll be done the day after tomorrow.

 

Awesome work guys. Im so glad you artists are supporting this project. You really have the majority of vanilla armors done?! More screenshots!

 

Changes are coming with 1.4e. The new version does not load swf files anymore. For now on do the same thing with regular '.dds' texture files. Much easier than embedding images in swf in my opinion.

In the future I may restore the ability to load an overlay as a swf file but for now Im trying to keep my code simple. This new format also greatly reduces the barrier to entry, so more variety for everyone!

 

Version 1.4e will also bring the animated overlays featured in the demo video :cool: This new version will still be experimental.

 

Hey, you're the code guy so...whatever you say :thumbsup: (I really hope hat didn't sound sarcastic :tongue:)

If I got that correctly I just need to save under .dds instead of .png? Because if that's the case, that's easier done than said :happy:

 

Edit: Oh yea I forgot :tongue:

 

Leather

http://i.imgur.com/RFDdkMA.jpg

 

Steel

http://i.imgur.com/nVoQ08r.jpg

 

 

Is the leather too narrow or...whatever? Might make it wider. Tell me what you think.

Edited by megapolom
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OK need to ask a question about .dds :tongue:

Do I need to generate MIP maps and alpha channel

Also DXT1 or DXT5? And would I be correct in assuming these textures will not be reacting to light sources in the future?

 

Edit: Did some testing. Is it ok if I save dds file as DXT3 with explicit alpha for transparency with MIP maps generation?

Also what would be the easiest way to send you the textures (they need to contain alpha for transparency)?

Edited by megapolom
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