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Request and Question

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

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HeadShot
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Joined: Wed Nov 21, 2007 4:30 pm

Request and Question

Post by HeadShot »

Hey, I was wondering about how exactly you make the S3TC textures, do you completely remake them so they look similar or what? and my request would be Infiltration textures :-P
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DieHard SCWS
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Re: Request and Question

Post by DieHard SCWS »

Theres a few options.


Either i did recycle material from the 2nd UT cd, or i made them from scratch, or a combination from those two. I prefer the second option, to make them from scratch, because this has a bunch of benefits. Theres no hasle about copyright, and more important, you can shape it exactly how you want it.

Other ways to make the textures is taking photos or make scans and use those as a base. The grass texture took me 2 years(2 summers) to find the correct grass, and was able to make a good shot from it. After that i had to cut it to the right size, make it square, make it tilable and than recolor it in three different colors.

In general i start out with the original texture and bloat that up to 2048 pixels x 2048 pixels x 2048 DPI. That original i use as base to see what is what and where is what and to make sure the coloration is exactly as it should be. It only serves as an example. Normally a texture is build from several other originals. To stick with the grass, there 3 colors of grass,  green, green/brownish and brown grass. Those will be the bases for all grass textures. Than in most textures theres soil sitting in that. Epic only used oné soil for all the grass textures.

In this case i only had to make sure the grass was cut at the proper places, and had to cut in such a way the texture kept being tilable. Most textures are made from 2 - 4 different base textures. The entire Skaarj set is bassically made from 6 different base textures. And at this moment i still have to create 2 bases. Once i got those, than i can remake all Skaarj textures in oné go. Which would still be alot of work, because i have to make each individual shape thats to be found in each texture. And theres allota shapes in there lol. Making the shapes is the most time consuming part really. Obviously shapes can be recycled too, once i got a shape i can use it in any texture that its sitting in. And when i got all bases and all shapes, it goes pretty fast doing the remaining textures.


It took me weeks to create all the little signs for the panels on this page:

http://www.unrealtexture.com/Unreal/Website/TextureDatabase/Unreal/DecayedS/DecayedS_Panel.htm

But once i got them i could make all the panels fairly easy. I just had to look carefully what sign was used in which texture. Than resize it, flip or turn it if needed.


Same goes for the signs on this page:
http://www.unrealtexture.com/Unreal/Website/TextureDatabase/Unreal/Skaarj/Skaarj_Panel.htm

But once i got those i could fairly easelly make the actual panels. A_a2, A_a2b, A_a2c, and A_a2d are made from complete scratch, for the screens i had to make screenshots ingame from SkyTown after removing stuff out in the editor so i either had a clear view for the shots, or because there were sitting things in the shot who were not seposed to be there.

Same story for [url=http://www.unrealtexture.com/Unreal/Website/TextureDatabase/Unreal/Skaarj/Skaarj/PanelS3TC/Large/Emitor.jpg]Emitor[/url], [url=http://www.unrealtexture.com/Unreal/Website/TextureDatabase/Unreal/Skaarj/Skaarj/PanelS3TC/Large/Emitor2.jpg]Emitor2[/url], [url=http://www.unrealtexture.com/Unreal/Website/TextureDatabase/Unreal/Skaarj/Skaarj/PanelS3TC/Large/Emitor3.jpg]Emitor3[/url], [url=http://www.unrealtexture.com/Unreal/Website/TextureDatabase/Unreal/Skaarj/Skaarj/PanelS3TC/Large/Emitor4.jpg]Emitor4[/url] they were made from complete scratch. Making the shapes probably consumes 80-90% of the time for any given texture.




And as for the Infiltration textures. I already made a bunch of those, but they cannot be used, since we cannot handle .u files to merge them with the S3TC textures. And theres two solutions for that, either the mergtool is adapted to handle other packages like .u or the Infiltration package needs to be dissambled into a .u AND a .utx package.
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HeadShot
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Re: Request and Question

Post by HeadShot »

Could you by chance send me those inf ones diehard?
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DieHard SCWS
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Re: Request and Question

Post by DieHard SCWS »

I am working 24/7 on the new site (www.unrealtexture.com) and the Texture Database will have all downloads in High Resolution (flattened PSD files, including Alpha channel if Masking is present). As it is i am working to get all pages done ASAP, but it might take a while(count a few weeks)


And its quite simple, i can only have the UT section online once the Unreal section is completed, since UT is virtually a copy from Unreal section for the bigger part. And i am not gonna copy paste the UT site and thereby doubling the errors maybe sitting in the current Unreal pages.


I had a fast look at the textures again, and i got some 15 texures in High Resolution, mainly all the HUD stuff and not so much actual textures like Skins. But downloads will be there, you just gotta have a bit patience there.
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HeadShot
OldUnreal Member
Posts: 228
Joined: Wed Nov 21, 2007 4:30 pm

Re: Request and Question

Post by HeadShot »

I am working 24/7 on the new site (www.unrealtexture.com) and the Texture Database will have all downloads in High Resolution (flattened PSD files, including Alpha channel if Masking is present). As it is i am working to get all pages done ASAP, but it might take a while(count a few weeks)


And its quite simple, i can only have the UT section online once the Unreal section is completed, since UT is virtually a copy from Unreal section for the bigger part. And i am not gonna copy paste the UT site and thereby doubling the errors maybe sitting in the current Unreal pages.


I had a fast look at the textures again, and i got some 15 texures in High Resolution, mainly all the HUD stuff and not so much actual textures like Skins. But downloads will be there, you just gotta have a bit patience there.
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Alright man, just gimme a buzz on AIM or something sometime, and thanks for all your hardword ;-)
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DieHard SCWS
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Re: Request and Question

Post by DieHard SCWS »

I got the package added to the TextureDatabase:

[url=http://www.unrealtexture.com/Unreal/Website/TextureDatabase/Project/infiltration/infiltration.htm][glow=yellow,2,300]infiltration.u Database[/glow][/url]


As said, its not much, and i added what all i got including downloads for the (flattened) PSD files, and most of them only have the base shape in them.
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HeadShot
OldUnreal Member
Posts: 228
Joined: Wed Nov 21, 2007 4:30 pm

Re: Request and Question

Post by HeadShot »

I got the package added to the TextureDatabase:

[url=http://www.unrealtexture.com/Unreal/Website/TextureDatabase/Project/infiltration/infiltration.htm][glow=yellow,2,300]infiltration.u Database[/glow][/url]


As said, its not much, and i added what all i got including downloads for the (flattened) PSD files, and most of them only have the base shape in them.
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I'll work on some of them I guess, as long as you like my work I can help you in your work with this, I have plenty of free time and I want to increase the detail in this game.
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