For direct access use https://forums.oldunreal.com
It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com

new textures

URP - the Unreal Retexturing Project: for those who are interested in High-Resolution Textures for Unreal & UnrealTournament or may want to take part in creating them

Moderator: ahaigh01

User avatar
DieHard SCWS
Global Moderator
Posts: 2064
Joined: Sun Mar 16, 2003 11:33 pm

Re: new textures

Post by DieHard SCWS »

I update post above a bit, because i update the Database of the textures you are working on :)

I added the S3TC textures that i forgot to add to begin with and a i calculated the DrawScale settings for them.

Hopefully this gives you a better overview on the package.


If you got one finished, just sent them and ill add it to the Database with the paintername Turboman and/or Epic
.
.
.
User avatar
DieHard SCWS
Global Moderator
Posts: 2064
Joined: Sun Mar 16, 2003 11:33 pm

Re: new textures

Post by DieHard SCWS »

I never saw such accurate textures in a re-texturing project than these.
[img]http://www.celticwarriors.net/Media/Smileys/Yahoo/Crying.gif[/img]   [img]http://www.celticwarriors.net/Media/Smileys/Yahoo/Crying.gif[/img]   [img]http://www.celticwarriors.net/Media/Smileys/Yahoo/Crying.gif[/img]


http://www.celticwarriors.net/website/S3TC/S3TCTextures/PlayrShp/PlayrShp_Ceiling.htm

;D ;D ;D


Just kidding, in reality Turboman is much better than me in alotta areas, no doubt........
.
.
.
Last edited by DieHard SCWS on Fri Jul 01, 2005 12:03 pm, edited 1 time in total.
User avatar
Hyper
OldUnreal Member
Posts: 3574
Joined: Fri Oct 11, 2002 5:41 pm

Re: new textures

Post by Hyper »

[img]http://www.celticwarriors.net/Media/Smileys/Yahoo/Crying.gif[/img] [img]http://www.celticwarriors.net/Media/Smileys/Yahoo/Crying.gif[/img] [img]http://www.celticwarriors.net/Media/Smileys/Yahoo/Crying.gif[/img]


http://www.celticwarriors.net/website/S3TC/S3TCTextures/PlayrShp/PlayrShp_Ceiling.htm

;D ;D ;D


Just kidding, in reality Turboman is much better than me in alotta areas, no doubt........
.
.
.
Fyi: I'm did not mean a comparison between Turbomans and your work, I'm just amazed by the quality of the results of the Unreal Re-Texturing project altogether when comparing it to re-texturing projexts I saw earlier. (For Heretic and Hexen)
Alter your reality...forever.

http://www.hypercoop.tk
unreal://hypercoop.tk
User avatar
DieHard SCWS
Global Moderator
Posts: 2064
Joined: Sun Mar 16, 2003 11:33 pm

Re: new textures

Post by DieHard SCWS »

As said, i was only kidding :)

But in my opiunium we both have areas where the one does better than the other, but overall, i think Turboman masters more (and/or uses better) techniques. :)
.
.
.
Last edited by DieHard SCWS on Fri Jul 01, 2005 2:38 pm, edited 1 time in total.
User avatar
Turboman.
OldUnreal Member
Posts: 898
Joined: Tue Feb 04, 2003 6:40 pm

Re: new textures

Post by Turboman. »

As said, i was only kidding :)

But in my opiunium we both have areas where the one does better than the other, but overall, i think Turboman masters more (and/or uses better) techniques. :)
.
.
.
i have to agree with this post, everyone has their strong and weak parts, and everyone masters certain techniques better, and if we combine those techniques of eachother or devide work among what people are good at we can have a succesfully running retexturing project, from the updated playrshp archive i can see diehard did some things with playrshp that i could never achieve due to my lack of experience on certain things.


anyway even though i'm well over 80% now i decided to slow down a bit, just had my graduation ceremony and still have to practice for a music performance and my driving exams, i also have to pack some stuff before i go on my 1 month vacation next week, all this things might delay my work alot, although if i dont make the complete version before i go on vacation i'll still send the currently done stuff to diehard :)
Last edited by Turboman. on Sat Jul 02, 2005 3:43 pm, edited 1 time in total.
User avatar
DieHard SCWS
Global Moderator
Posts: 2064
Joined: Sun Mar 16, 2003 11:33 pm

Re: new textures

Post by DieHard SCWS »

Ill await :)
.
.
.
User avatar
DaveW
OldUnreal Member
Posts: 70
Joined: Sun Apr 04, 2004 11:15 am

Re: new textures

Post by DaveW »

Oh crap, sorry. Double post.
Last edited by DaveW on Sun Jul 17, 2005 7:48 am, edited 1 time in total.
User avatar
DaveW
OldUnreal Member
Posts: 70
Joined: Sun Apr 04, 2004 11:15 am

Re: new textures

Post by DaveW »

Guys, I got a bit bored so I played about with the "Locker01" texture. I made the blood a little better and made the texture a bit true-er to Unreal (slits in the locker and the numbers):
[url]http://www.snipamasta.co.uk/files/Lockers.jpg[/url]
Last edited by DaveW on Sun Jul 17, 2005 7:48 am, edited 1 time in total.
User avatar
DieHard SCWS
Global Moderator
Posts: 2064
Joined: Sun Mar 16, 2003 11:33 pm

Re: new textures

Post by DieHard SCWS »

Welcome back, i saw your work earlyer on this post :

http://www.oldunreal.com/cgi-bin/yabb/YaBB.pl?board=1;action=display;num=1080576296;start=6


You should re-add those pictures again so people still can see them. Basically your on the same line as Turboman, because your able to use 3D Studio too, unlike me.


The texture you made there looks cool alright. But as far as the project, that specific texture already is made, it is just waiting in line for adding better bloodstains on it, since i don't master that to well seems:


If i get to that texture again, i will give it another try, if not ill sent it to Turboman, since he prooved to be able too make much better [url=http://www.celticwarriors.net/website/S3TC/S3TCTextures/PlayrShp/PlayrShp/DecoS3TC/pblood4.jpg
]bloodstains[/url] than i still can :)


The database does give a fair representation on what is done, but not all work (unfinished or complete) have been added to the site.


But i do know your work, and it looks definatelly cool, if you want to participate in the project is cool with me, we can use all help.


As it is i agreed with Turboman we work on our own packages.

Diehard:
JWSky
PlayrShip


Turboman:
SkyCity
SkyBox
GenEarth
SpaceFX

Turboman is working on several other packages i think, so you need to ask him which excactly. This is to prevent double work and disapointments like we already had in the past  :-/


We do ask or eachother if there is an unsolvable problem, which i will go do soon to haveTurboman fix my bloodstains ;D Unless i will master it better myself in the meantime :)


So if you want to participate in the project than you should pick a package that does fit you best, but do consult us to make sure someone isn't already working on that specific package.


Also, the best way to proceed is keep working on oné package instead of doing stuff in several packages and not finishing them.


And than there is oné demand of course:), the textures need to be exact as the original, except for adding better and more detail and being true color. In general it is for 90% to 95% possible to make it excact.


As said i do like your work, and you were backthan one of the first to reply on Smirftsch post about it. So go through the database and see if theres a package that fits you and let us know :)
.
.
.
Last edited by DieHard SCWS on Tue Jul 19, 2005 1:39 am, edited 1 time in total.
User avatar
DaveW
OldUnreal Member
Posts: 70
Joined: Sun Apr 04, 2004 11:15 am

Re: new textures

Post by DaveW »

Woo, that was a while back. Well, I'll have a look through the packages and see what suits me, because I would love to participate. If I knew how to animate and stuff for Unreal, I'd definitly be up to re-doing the weapons too, because I reckon' they need a bit of a revamp to be honest :).

Uh, if you want to improve with bloodstains, what you do (or what I did, anyway) is just get some grunge brushes, e.g.:
[url]http://st.burst.cc/eninnew.rar[/url]
And splash some dark red on the image, then set the layer to overlay.
Last edited by DaveW on Fri Jul 22, 2005 5:44 pm, edited 1 time in total.
User avatar
DieHard SCWS
Global Moderator
Posts: 2064
Joined: Sun Mar 16, 2003 11:33 pm

Re: new textures

Post by DieHard SCWS »

Uh, if you want to improve with bloodstains, what you do (or what I did, anyway) is just get some grunge brushes, e.g.:
http://st.burst.cc/eninnew.rar
And splash some dark red on the image, then set the layer to overlay.

I have some 12 different techniques for adding bloodstains, and indeed overlay should work perfect. However :( ....... if i make perfect bloodstains with an overlay, they look awsome if its still layers, but once you merge down the colors can change dramatically :-/


And this effect varies depending on what color the background is.


But it seems i at least found some good methods to do so, i have been working allot on the PlayrShp package, including various succesfull bloodstains.


But ill have a look at that brush later on :)


Before the end of this month there will be a prerelease for the PlayrShp package, i already added most things to it, mainly i want to know if people notice lag while having the package installed.


For this test i choose to have ALL the textures a minimum of 1024 pixels on the longest side, so far i do not notice lag, but i need major input from others to be sure.
.
.
.
User avatar
Turboman.
OldUnreal Member
Posts: 898
Joined: Tue Feb 04, 2003 6:40 pm

Re: new textures

Post by Turboman. »

just returned from my one month vacation a week ago, really enjoyed it for sure 8)

its kinda hard to pick up everything at the moment since i kinda forgot everything during my vacation so it might take awhile before i do another update, this is also because i need to pick up some things mainly for my other project firestorm.
User avatar
Turboman.
OldUnreal Member
Posts: 898
Joined: Tue Feb 04, 2003 6:40 pm

Re: new textures

Post by Turboman. »

i just read through the thread and noticed this

Turboman:
SkyCity
SkyBox
GenEarth
SpaceFX

while genearth and spacefx and (to a certain extent) skybox are correct i have no plans to work on skycity yet.

my apologies if my message wasnt really clear in the emails i sent you, basically i was offering to do the moon textures that were placed in various sky packages, out of my head these are:

skybox
shanesky
shaneday

i had no actual plans to do the full package, i even requested your help due to your bryce skill if you were able to do the temperate and snowy terrain in shanesky,shaneday and skybox, which are the only things i am unable to do with my skill :(

at the moment i have no actual plans of doing skycity, just so that clears everything up.

once again i'm sorry for the inconvenience i've caused, if i had any decent mic in the house i could have used teamspeak to make things alot easier to you guys :)
User avatar
DieHard SCWS
Global Moderator
Posts: 2064
Joined: Sun Mar 16, 2003 11:33 pm

Re: new textures

Post by DieHard SCWS »

Oh no problem lol, don't worry.


I did finisch a testpackage for PlayrShip and currently Smirftsch is working and testing how the package can be made network compattible.


In the meantime i am working on the website to go add the protocols and guidelines for the URP ptoject, so all people involved will have a better overview on the how and what. And go get everyone as much as possible on one line.


This will include a page where i can add who is working on what, so everybody simply can look up, to find out were the others are working on.


I also will add the textures to the database you have been working on Turboman, i had no time doing so before :-/, i will do that in the upcoming weeks.


But if i understand you now correctly, you still want me to try do those backgrounds, to complete that package?


I have been working on the PlayrShp package on and off in the last weeks (spend my whole vacation on them), and will go ahead with it after i have done the website stuff, and i did encounter some problems i cannot solve and where i want you give it a try. (speciffically the damage on the Hulls, in the Deco group, i made one: pHullD1a But i am not satisfied over it at all.


But as said i will sent all stuff once i am done with website, this has HIGH priority now since i have to answer too many people latelly on stuff that simply needs to be on the site !!


But yeah, if you could get ahold of a decent headset ;D. TeamSpeak improoves communications dramatically in a positive way :) Never the less i will phone you up prob this week(end).
.
.
.
User avatar
Turboman.
OldUnreal Member
Posts: 898
Joined: Tue Feb 04, 2003 6:40 pm

Re: new textures

Post by Turboman. »

sorry for no updates lately.

i havent done anything on it for the last four months, basically i started at college this year and i've been really busy, i had to use my spare time to work on my own mod "Firestorm"

basically genearth is still at 80/90% done, i havent worked at all on the last 10% for months already and its basically catching dust on my hd atm :\

maybe i should just send the completed textures to diehard so at least we have a beta package, i havent really considered that yet.
User avatar
DieHard SCWS
Global Moderator
Posts: 2064
Joined: Sun Mar 16, 2003 11:33 pm

Re: new textures

Post by DieHard SCWS »

Its ok :)


I have been working alot on the project, and i did not have time to contact the other participents latelly.


It will take a few months (somewhere in December) till i can have a good look at that package. But yeah you could sent it in never the less. Won't harm :)

And since the tool alows single textures updates, maybe it already can be released..............
.
.
.

Return to “High-Res Textures for Unreal & UnrealTournament”