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Re: [WIP] [128x] [Update! 11 Feb] Ars Magica 2

Posted: 11 Feb 2014, 17:03
by Eunomiac
Sparkst3r wrote:
Sillyman34 wrote:
Sparkster- aahh i see. Well i like the look of the new one. Also how you doing with the runes. I ave found that the default texture for runes have been changed ro a pentagon shape. Not as good looking as sphax, but same shape.
Erf... soon™©®‎
Are you referring to making updated, more Sphaxy versions of the current runes in the Sphax patch? (I suppose the essences and the affinity books would also be on the list?) That might be something I could try my hand at---I think a grey rune might be the best thing to practise my vector Sphax-style lighting on.

Is there a default set of Sphax arcane symbols, or would pulling them from Thaumcraft be kosher?

(Speaking of Thaumcraft, there's a LOT of unused material in the Sphax textures for early versions of Thaumcraft---all the way back to version 1---that could be used for all manner of things in AM2, Thaumic Tinkerer and Blood Magic. Definitely worth a look!)

And I'm glad to hear that "pasting a crazy color overlay and taking screenshots of it in-game" is, apparently, the way to go about the model code. Buuut.... I seem to vaguely recall hearing about a free-ish program that you could load a model file (I think they're the .obj files?) and its associated texture, to see how they fit together... I'll see if I can find it.

Re: [WIP] [128x] [Update! 11 Feb] Ars Magica 2

Posted: 15 Feb 2014, 06:01
by Sillyman34
No what I mean is the mod creator has changed his default textures to pentagons himself. We were planning on changing them to look more like a rock and less like a lily pad.

That would be great if you could find a good program for that.

-- 15 Feb 2014, 09:32 --

Now that i got my new supercool computer I can start texturing! I'm doing the components, finally something for the spells. I'll post a preview of what they are going to look like!

-- 15 Feb 2014, 16:30 --

The components I've made so far(128x):

Attract
Image
Accelerate
Image
Astral Distortion
Image

-- 15 Feb 2014, 16:31 --


Re: [WIP] [128x] [Update! 11 Feb] Ars Magica 2

Posted: 21 Feb 2014, 17:13
by blackdragon
some of the stuff are not in 128x plz fix it and great work on the textures

Image

Re: [WIP] [128x] [Update! 11 Feb] Ars Magica 2

Posted: 22 Feb 2014, 14:01
by Zerant
Heyho,

thanks for this patch.

I resized it to 64x. Hope it is okay.

ArsMagica2: Best,
Zerant

Re: [WIP] [128x] [Update! 11 Feb] Ars Magica 2

Posted: 22 Feb 2014, 22:16
by Sillyman34
Hey, thanks for a resized version in 64x. If you are abled to get the, in the 32, 128, and 256 that would be awesome!

Yes, many things are still in 64x as they are versions from other people.

Re: [WIP] [128x] [Update! 11 Feb] Ars Magica 2

Posted: 22 Feb 2014, 23:28
by Zerant
32px is fast to make but the others i dont know :D

downscaling with an automatorscript i made for mac osx is a mod done in 30min ;) but never do upscaling/recreating :/

Re: [WIP] [128x/64x] [Update! 23 Feb, Now In 64x!] Ars Magic

Posted: 04 Mar 2014, 08:27
by Sillyman34
ok, thats cool.

-- 04 Mar 2014, 18:57 --

Added the new component parts i have so far for you guys to check out. Tell me what you think. I have also been examining the mods models, i have worked a few out and should have a few for you guys to use soon too.

Re: [WIP] [128x/64x] [Update! 4 March, Now In 64x!] Ars Magi

Posted: 04 Mar 2014, 20:03
by Eunomiac
How do you guys feel about my Sunstone Block texture? To be honest, I never got enough Sunstone to use them in-game, but after seeing the previews on the front I'm worried they're a bit... garishly bright.

Instead of the current "frozen molten" yellow/red block, I'm considering making a translucent red block (solid color, with just a little detailing), and then animating a yellow "sun" contained within it---subtle and translucent itself, just a hint of something energetic pulsing/throbbing inside. Maybe use the Thaumcraft Node texture as a starting point... but I'm not sure I have the skillz to pull that off. In the meantime, if anyone else wants to take a crack at the Sunstone Block, I do think it needs some love (and I won't be offended!)

-- 04 Mar 2014, 15:03 --

Oh, and there's an error in the GUI for the Rift spell; a fixed version is between spoilers (the original is missing a row):

Show
Image

Re: [WIP] [128x/64x] [Update! 4 March, Now In 64x!] Ars Magi

Posted: 05 Mar 2014, 06:32
by Sillyman34
I have also been playing, and think that block is a bit weird. I'm busy with the spells and having a look at the models, so again if anyone wants to take a crack t it, go!

Re: [WIP] [128x/64x] [Update! 4 March, Now In 64x!] Ars Magi

Posted: 05 Mar 2014, 09:51
by Novamanga
Had a go at a few things:

The Mana battery
The magic wall animation (Rework of Hanfox's steam from TE)
The pedestal
The Archmage Podium

Also did a few GUI's

Essence extractor
Keystone Chest
Keystone Receptacle

Added sphax type overlays to the
Inscription table GUI and Keystone GUI

Download contains files for 128x and 64x
Enjoy :)