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 Texture Mod 
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Joined: Wed Dec 28, 2011 4:18 pm
Posts: 86
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Post Texture Mod
Hi all, i've been working for this simple graphics mod since I started playing cortex command.

This is a picture of the terrain and some stuff I've modified. I would make the game more linear and simple in graphic.

Image



What do you tell about this?

And a question: I would like to change the blood color but I couldn't do this. I tried to change the wounds file without success, how can I do?


Wed Jan 04, 2012 5:46 pm
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Joined: Wed Dec 28, 2011 4:18 pm
Posts: 86
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Post Re: Texture Mod
For the blood I try this

[size=85]AddEffect = MOPixel
PresetName = Blood Liquid
Mass = 1
RestThreshold = -1
HitsMOs = 0
GetsHitByMOs = 0
Color = Color
R = 255
G = 0
B = 0

Atom = Atom
Material = Material
CopyOf = Flesh
TrailColor = Color
R = 255
G = 0
B = 0

TrailLength = 2

AddEffect = MOPixel
PresetName = Blood Normal
Mass = 0.1
AirResistance = 0.05
RestThreshold = -1
HitsMOs = 1
GetsHitByMOs = 0
Color = Color
R = 255
G = 0
B = 0

Atom = Atom
Material = Material
CopyOf = Flesh
TrailColor = Color
R = 255
G = 0
B = 0

TrailLength = 4

AddEffect = MOPixel
PresetName = Blood Sticky
Mass = 0.05
RestThreshold = -1
HitsMOs = 0
GetsHitByMOs = 0
Color = Color
R = 255
G = 0
B = 0

Atom = Atom
Material = Material
CopyOf = Flesh
TrailColor = Color
R = 255
G = 0
B = 0

TrailLength = 1
[/size]


But the blood is still dark red, nearly brown. So what's wrong? And finally what's the difference between the voices "Blood liquid" "Blood Normal" and "Blood sticky"?


Thu Jan 05, 2012 1:37 pm
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Joined: Sat Oct 22, 2011 4:49 am
Posts: 826
Location: England
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Post Re: Texture Mod
well i think the name give some hint, Blood Sticky sounds to me as the blood that is used to stick on the actor or terrarin while the normal may just be the material (when blood pile up on top) while the Blood liquid is most likely the blood leaking out of a actor.
of course i have no 100% proof what i said is right it merely a speculation by what the term may mean. you could apply a different colour to each one and see if i'm right.


Thu Jan 05, 2012 4:38 pm
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Joined: Fri Apr 30, 2010 2:12 pm
Posts: 560
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Post Re: Texture Mod
Image

Why are you doing this? It is not enough for you what cortex-command is uncompleted?
I can understand people do his best to IMPROVE textures, but remove them?!!!

Textures are the nicest thing in the game, excepting gibs exploding.


Thu Jan 05, 2012 11:11 pm
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Joined: Sat Oct 22, 2011 4:49 am
Posts: 826
Location: England
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Post Re: Texture Mod
you know this may sound very odd, But i really like the new textures. that said it could just be something used as a base to easily allow more texture stuff.


Fri Jan 06, 2012 12:19 am
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Joined: Mon Oct 10, 2011 12:50 am
Posts: 75
Location: Look behind you... Haha I tricked you, I am in Brazil.
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Post Re: Texture Mod
The CC "workers" (didn't mean't to offend) could implement these textures on CC to make a graphic level for weak PC's, like...Graphics: It would be very useful on my PC.
High
Medium
Low

Quote:
Why are you doing this? It is not enough for you what cortex-command is uncompleted?
I can understand people do his best to IMPROVE textures, but remove them?!!!

Textures are the nicest thing in the game, excepting gibs exploding.


Well, firstly I will correct your comment. Before everything, you should put 'In my opinion...'. Because, IN MY OPINION, I like these cartoon style graphics.


Fri Jan 06, 2012 1:33 am
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Joined: Fri Dec 30, 2011 3:33 am
Posts: 276
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Post Re: Texture Mod
Uh, this won't help low-end machines at all, though.

Most of CC's CPU use is due to the sim engine. Changing the colors doesn't change that a bit.

CC's GPU use is fairly light, and the complexity of the texture, in terms of colors, is not relevant to performance.

So this is basically a different approach to CC's aesthetics. I'm not sure it really improves the game's look much; Prom's art was pretty solid and most of the better mod's sprites will look really strange with this.

It might be cool for a Lego mod or something like that, though :-)


Fri Jan 06, 2012 3:54 am
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Joined: Fri Apr 30, 2010 2:12 pm
Posts: 560
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Post Re: Texture Mod
xenoargh wrote:
Uh, this won't help low-end machines at all, though.

Most of CC's CPU use is due to the sim engine. Changing the colors doesn't change that a bit.

CC's GPU use is fairly light, and the complexity of the texture, in terms of colors, is not relevant to performance.

So this is basically a different approach to CC's aesthetics. I'm not sure it really improves the game's look much; Prom's art was pretty solid and most of the better mod's sprites will look really strange with this.

It might be cool for a Lego mod or something like that, though :-)

I completely support and agreed with this message, dot by dot, its just about the looking, make everything look simplier,
besides, lego mod would be too much fun... why nobody made a decent lego mod already?


Fri Jan 06, 2012 6:06 am
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Joined: Wed Dec 28, 2011 4:18 pm
Posts: 86
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Post Re: Texture Mod
I'm making this mod because in my opinion the game texture are too dark, so these ones are more colorful and they let you see better the objects. I think that it can't improve our pc performance, but it makes the game more "clean"


Image


Fri Jan 06, 2012 7:36 pm
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Joined: Wed Dec 28, 2011 4:18 pm
Posts: 86
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Post Re: Texture Mod
Finally i managed to change the blood color by modifying the Base.rte/effects.ini file, just to inform who is interested :)


Sat Jan 07, 2012 9:18 pm
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