[quote]I want every planet to be distinct, rather than another copy of a previous one. I understand your point about the Naval Base, but could you add a suggestion to what it should look like? Or better yet, texture one for me? I was stuck for an idea, and really the only thing that separates this planet from another is the present of the Naval Base. I might add more variants of it, maybe an Ice planet, and a Desert world, all with the distinct Target Symbol on them, and the White-Blue lights of
diabloblanco18
I'd love to see something like this, but it would really need to be done [I]well[/I]. By that I mean decent quality writing, voice acting, artwork (i.e. matte paintings for storytelling purposes), and competent direction in integrating a scripted-event- and "cutscene"-driven story into fun and challenging gameplay. It could be done, but I think it's rather unlikely that there are enough talented people willing to do the huge amount of work this would require. Still, if enough p
I've been running into this problem with my latest texture. The seams were still there, even after I had fixed the texture so that it aligned perfectly. The only explanation I can come up with for this is that the original Sins textures don't correspond perfectly with the UVW mapping on the planet meshes. When I get home from work tonight, I'm going to load up several of the mesh files in 3ds Max and unwrap the mapping coordinates. Hopefully that will show me [I]exactly[/I] where the seams are o
The donut is what you should get after applying the filter. You need to apply it *only* to the middle strip, which should be its own layer. It's always possible that Photoshop 7 does polar coordinates differently than CS2, and is screwing up your results. Doubtful, but who knows? If this is the case, there's a 3rd-party plugin you can use to create the same effects called [link="http://www.flamingpear.com/flexify.html"]Flexify[/link]. It's a bit more complicated, though. ;)
Correct, the planet does look very fucked up when you do that. The point, however, is to paint the spherical areas at the top and bottom so that they match up with the middle strip. Then you throw away the donut-shaped middle that you got from the polar coordinates filter and put the original one back in. If you've done everything right, you should end up with a seamless texture.
[quote]Ah, sorry. I thought for a second it was... well...Tomorrow(After 1.2 is released, just got some ironing out to do) I think I'm going to have a play around with Photoshop and see if I can get a precise way of warping the midsection around one of the poles. I've come close, but only with guess work and rough measurements. I'm hoping somewhere deep in PS there will be a magic option that fixes our little problem.[/quote] Shave off those two strips at the top and bottom of the midse
Great mod, uzii! I was recently trying to build my own, so as to add more variety to the planet types and textures, but I was pretty much hopelessly lost in the modding portion of the work. Then I went on the forums and found your mod. Awesome. I do have a lot of experience making planet textures, though, so I figured I could help you out on that side of things. I'll send you a PM shortly with the ocean world textures I'm working on.