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Texture work in Genetica

 
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sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: Jun 16, 2010 20:51    Post subject: Texture work in Genetica View user's profile Send private message Reply with quote

With some unexpectedly large amounts of free time, I've decided to start work on my not-so-dead Interloper project again. The level design is coming along well, but what I really need right now are some new textures -- DF's old walls look way too familiar. Since I've really gotten sick of GIMP's limitations, I've been using the trial version of a texture creation program called Genetica -- anybody here use it?

It's focused specifically on creating high-res, seamless textures from scratch (though it would be VERY useful for anyone planning on redoing DF's textures for DarkXL, assuming that gets back on track some day soon).

Anyway, if I can get any other opinions, that would help with the decision. Also, I'd welcome any other suggestions for what I could use (besides Photoshop), as GIMP really isn't powerful enough for scratch work, at least at my level of experience.

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Jun 16, 2010 23:37    Post subject: View user's profile Send private message Send e-mail Reply with quote

It would appear that it would be a little over-kill for a game that's 15 years old, but it looks useful overall. You could just make the texture then downsize and convert the color-index with GIMP.

I tried to make textures and stuff with GIMP at one point and it's practically useless compared to even older versions of photoshop.

_________________
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sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: Jun 16, 2010 23:56    Post subject: View user's profile Send private message Reply with quote

Burning Gundam wrote:
It would appear that it would be a little over-kill for a game that's 15 years old, but it looks useful overall. You could just make the texture then downsize and convert the color-index with GIMP.


Heh, yeah, overkill is right. DF's not the only game I'm working with, of course, but that's the plan for now. The main reason I want to keep my work in higher quality is in case I decide to step it up to, say, Jedi Academy with any of the future levels. I won't stay in DF anyway unless DarkXL lifts the engine's massive limitations; the mostly 2-dimensional level design was just a good place for me to start out.

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