Data Realms Fan Forums
http://45.55.195.193/

Texture Mod
http://45.55.195.193/viewtopic.php?f=1&t=28952
Page 1 of 1

Author:  Pumone [ Wed Jan 04, 2012 5:46 pm ]
Post subject:  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?

Author:  Pumone [ Thu Jan 05, 2012 1:37 pm ]
Post subject:  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"?

Author:  LordVonKain [ Thu Jan 05, 2012 4:38 pm ]
Post subject:  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.

Author:  Naxete [ Thu Jan 05, 2012 11:11 pm ]
Post subject:  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.

Author:  LordVonKain [ Fri Jan 06, 2012 12:19 am ]
Post subject:  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.

Author:  Shakatuko [ Fri Jan 06, 2012 1:33 am ]
Post subject:  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.

Author:  xenoargh [ Fri Jan 06, 2012 3:54 am ]
Post subject:  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 :-)

Author:  Naxete [ Fri Jan 06, 2012 6:06 am ]
Post subject:  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?

Author:  Pumone [ Fri Jan 06, 2012 7:36 pm ]
Post subject:  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

Author:  Pumone [ Sat Jan 07, 2012 9:18 pm ]
Post subject:  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 :)

Page 1 of 1 All times are UTC [ DST ]
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
http://www.phpbb.com/