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[RELz] Toxic Waste Ressource Pack

PostPosted: Sun Dec 21, 2008 2:11 pm
by DJGamer
For a few days I think I will make this release announcement exclusive to GHF.  I'll eventually post it on the official forums and such, and maybe upload it to PES or something.

Download: From My Website

From the ReadMe:
Code: Select all
-DJGamer's Toxic Waste Ressource Pack-

I created a fairly simple retexture of the lava in Morrowind.  Simple at leaast in the sense that it's basically a recolor of the default lava texture, though the recolor is not uniform-I made the "molten" part green and the "crust" part a more yellowish color.

Anyway, I made this for my Techno Industrial Dwemer retexture pack, but since the lava meshes and textures are used universally both in and outside of Dwemer Ruins, and because I was certain not everyone would like the idea of the lava being replaced with toxic sludge, I made it into brand new meshes and textures.

I went ahead and retextured all of the lava meshes, although only a few are actually used in the ruins.  Those meshes are included here as part of the ressource.

I'm releasing this as a ressource because I'm sure it'll be useful for science fiction-themed mods, or any mod that may require some kind of green sludge in it for whatever reason.  I'm able to release this before realsing a ressource of the retextured Dwemer tileset because as I mentioned earlier brand new meshes and textured needed to be created anyway-whereas for the tileset it requires additional work (which I will do-eventually...probably).

Anyway, I hope someone finds this useful-and look forward to an update on the retexture pack in the near future.  I probably wont release the ressource version of that until after the pack itself is done.

Be sure to give me credit if you use these.


Edit: Re-uploaded the file and adjusted the link.

Re: [RELz] Toxic Waste Ressource Pack

PostPosted: Sun Dec 21, 2008 3:49 pm
by peachykeen
Hmm. Downloading now. Might be useful.

Re: [RELz] Toxic Waste Ressource Pack

PostPosted: Sun Dec 21, 2008 7:41 pm
by DJGamer
peachykeen wrote:Hmm. Downloading now. Might be useful.


It can also potentially be used as "Radioactive Waste".  I should really post some screenshots, shouldn't I?

Re: [RELz] Toxic Waste Ressource Pack

PostPosted: Sun Dec 21, 2008 7:43 pm
by Skeli
DJGamer wrote:
peachykeen wrote:Hmm. Downloading now. Might be useful.


It can also potentially be used as "Radioactive Waste".  I should really post some screenshots, shouldn't I?


yes pwease :D

Re: [RELz] Toxic Waste Ressource Pack

PostPosted: Sun Dec 21, 2008 8:41 pm
by peachykeen
It can also potentially be used as "Radioactive Waste".

You readed my mind.

As for screens, I kinda imagined it... lol

Re: [RELz] Toxic Waste Ressource Pack

PostPosted: Mon Dec 22, 2008 6:28 am
by DJGamer
Here's some of the screenshots from the Techno Industrial Dwemer texture set that include the sludge:

Image
Image
Image

I think I have some more recent screenshots as well, I just need to upload those, and before that I need to crop, adjust and otherwise prepare them for upload-so yeah it may be a little while.

Re: [RELz] Toxic Waste Ressource Pack

PostPosted: Mon Dec 22, 2008 9:03 am
by Officer Half
Haha, that's cool. Looks like jello. :P Delicious.  :nanadance:

Re: [RELz] Toxic Waste Ressource Pack

PostPosted: Mon Dec 22, 2008 1:50 pm
by DJGamer
Officer Half wrote:Haha, that's cool. Looks like jello. :P Delicious.  :nanadance:


I think that's just the way the screenshots turned out. In-game with the proper lighting it looks a lot cooler.  I'll probably post more recent screenshots that better reflect what it looks like with good lighting.

Re: [RELz] Toxic Waste Ressource Pack

PostPosted: Mon Dec 22, 2008 1:57 pm
by TheDaywalker
I like this deadly green soup, cool idea!!! Question: Can you also make sequenced textures by yourself? I tried a tutorial on this subject today, but didn't work at all. :confused:


Greets, TheDaywalker!!! :grin:

Re: [RELz] Toxic Waste Ressource Pack

PostPosted: Mon Dec 22, 2008 2:15 pm
by Officer Half
You mean textures that would in effect, be animated Daywalker, with NiFlipController?

Re: [RELz] Toxic Waste Ressource Pack

PostPosted: Mon Dec 22, 2008 2:33 pm
by TheDaywalker
@Officer Half:

Exactly, couldn't get it work!!! :frown:

EDIT: This is the tutorial I went after:

1. prepare tgas (for example male_basic01.tga, male_basic02.tga, etc.).

2. open character.nif in NifSkope.

3. locate the Nitexturingproperty for the object to receive the animated textures.

4. right click on Nitexturingproperty, then Block, then left click on insert, then F >, then left click on NiFlipController.
(NiFlipController will probably appear on the bottom line, that's okay for now. Note it's ID number, we'll need it for the next step)

5. in the Block Details for Nitexturingproperty change the value for Controller to the ID number of the NiFlipController.
(NiFlipController should jump up in the hierarchy to appear in the Nitexturingproperty branch)

6. change the Flags for the NiFlipController to active and cycle.

7. locate the main NiSourceTexture for the mesh (in this example it would be labeled male_basic.tga) change the name to the first texture of the animation (male_basic01.tga).
copy this NiSourceTexture and paste it underneath NiFlipController.

8. right click on NiFlipController, then Block, then left click on insert, then S >, then left click on NiSourceTexture.
the line that appears should be renamed to next texture in the animation sequence(male_basic02.tga).
repeat as may times as needed.

9. in the Block Details for NiFlipController;
for Frequency I've used a value of 1.
Start Time=0.
End Time doesn't seem to matter I've used from 0.1 to 1.
Target should be the ID number for the Nitexturingproperty we've been dealing with
Delta is the time between texture changes start with 0.5 and adjust accordingly. The higher the number the slower the animation.
Number of Sources is the number of tgas in the animation.
right click on Sources, then Array, then left click on Update. A number of additional Sources lines will now be available.
change the values of the Sources lines to match the ID numbers of your NiSourceTexture lines.

10. Save

Limitations still apply, objects with animated textures will only use skins from the standard folder.


TheDaywalker :grin:

Re: [RELz] Toxic Waste Ressource Pack

PostPosted: Mon Dec 22, 2008 2:41 pm
by Officer Half
That's the same tutorial I read, I also couldn't get it working. (And I thought nanars on every gold coin in the game would be such a good idea. :P)

That tutorial is for Freedom Force, so that could be the reason why.  :violent:

Re: [RELz] Toxic Waste Ressource Pack

PostPosted: Mon Dec 22, 2008 2:44 pm
by TheDaywalker
I have to get it work!!! Do you know the scene in star wars where the hologram of princess Lea appears? - You could easily do such effects with those sequenced textures!!! :punkrock:


TheDaywalker :grin:

Re: [RELz] Toxic Waste Ressource Pack

PostPosted: Tue Dec 23, 2008 5:35 pm
by Maria of Morrowind
I am trying this out too since it looks interesting enough to make me wonder just how it looks in game!

For the other part -In either Glory Road or KatsKastle there are animated pictures in frames so maybe that would work for you...

Maria

Re: [RELz] Toxic Waste Ressource Pack

PostPosted: Tue Dec 23, 2008 6:45 pm
by Skeli
those textures are tight

Re: [RELz] Toxic Waste Ressource Pack

PostPosted: Tue Dec 23, 2008 7:30 pm
by peachykeen
Animated textures are easy. You just need the right tools. Max works best. If you can get it into Max, or Max-ish format, then there's a texture sequence flag.
Does Blender not have a similar flag? Or can't you hack the node out of these meshes?

Re: [RELz] Toxic Waste Ressource Pack

PostPosted: Tue Dec 23, 2008 11:25 pm
by TheDaywalker
The tutorial was made for "freedom force", I yesterday got to know that you have to do some changes to the nif to make it run.

1. rClick on the scene root NiNode, select Node/Attach Node/ NiBSAnimationNode.
2. Select NiTriShape node, rClick, select Block/Copy Branch.
3. Select newly created NiBSAnimationNode, rClick, select Block/Paste Branch.
4. Select NiBSAnimationNode and in the Block Details window change Flags value to 42.
5. Save nif, you are ready for in-game testing.

Already did it, but didn't work either.

Blender can produce animated textures too, but I couldn't get them run ingame! :confused:


TheDaywalker :grin:

Re: [RELz] Toxic Waste Ressource Pack

PostPosted: Sat Jan 03, 2009 7:51 am
by Midgetalien
Hey DJ!

This is awsome, i can think of a few ways to add this to the game, and works great with your tecno-dwemer retex.

:punkrock:

Re: [RELz] Toxic Waste Ressource Pack

PostPosted: Sun Aug 11, 2013 5:15 pm
by Spirithawke
Thanks for coming in to fix this DJGamer. :D

Re: [RELz] Toxic Waste Ressource Pack

PostPosted: Sun Aug 11, 2013 6:11 pm
by Crankgorilla
Looks great! I'm thinking a wizard tower. An experiment gone wrong maybe? It is a resource that will open up new ideas. With the right lighting, will look real good.

Congrats on the release!