New textures and requests

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New textures and requests

Post by Rab,d » Fri Jan 24, 2014 8:57 am

Hey guys/gals. I will post textures here as I make them. just to keep you updated and a way to share them and discuss.
Post your needs for textures here, too.

My current /textures folder will contain all textures posted here.
https://www.dropbox.com/sh/7tadtr5snh68eab/KUpcgJmnzo

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Re: New textures

Post by Rab,d » Fri Jan 24, 2014 9:07 am


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Re: New textures

Post by Rab,d » Sun Jan 26, 2014 4:09 pm

Set of Church stained glass windows. Has .shader scripts for them to cast filtered light
https://www.dropbox.com/sh/d3ja61n98sqqxyl/reRj_XkAQF
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Re: New textures

Post by Night Rider » Sun Jan 26, 2014 4:33 pm

Very nice Windows in the picture Rab,d what will be the name of that map there?
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Re: New textures

Post by Rab,d » Mon Jan 27, 2014 7:43 am

Night Rider wrote:Very nice Windows in the picture Rab,d what will be the name of that map there?
Just a sample map to work on textures...but, I keep these and often copy and paste from my test maps into larger ones.

I have been trying to keep any groups of brushes, entities, etc organized so they can be used as prefabs. Like these windows are in a map structure entity that includes the Bezier arches.

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Re: New textures and requests

Post by Rab,d » Mon Jan 27, 2014 7:45 am

Moved reply to Boons brick texture request here. :)
Boons, give me some more details on what you are looking for. Do you have a lo res example?

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Re: New textures and requests

Post by Boons » Mon Jan 27, 2014 12:18 pm

I think I found some I can work with. Is there any format as far as size we should stick to when making textures?
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Re: New textures and requests

Post by Boons » Mon Jan 27, 2014 12:21 pm

also a shader that can do this may be able to do this would be cool. I would want an untouched version of it to so I could use a worn version where I wanted.
http://us.123rf.com/400wm/400/400/nikki ... exture.jpg
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Re: New textures and requests

Post by Boons » Tue Jan 28, 2014 10:39 pm

https://dl.dropboxusercontent.com/u/272 ... tures1.rar

Textures given out on forums for use.
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Re: New textures and requests

Post by Mr. YOur no fun » Wed Jan 29, 2014 2:13 am

For me, if I map what I use most is bricks, burned wood, rubble, roads, tangled messes, cobble stones, things that make a town look beat to hell by combat.

And some grass and pretty flowers.

O and fire, yeah fire, I love fire, he he he.

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Re: New textures and requests

Post by Rab,d » Wed Jan 29, 2014 8:35 am

Dirty and broken are the terms for the type of textures I think you are wanting. I'll start making some that look distressed.
Here's a couple I pumped out this morning. The brick texture is prolly the best texture I have created to date. Considering it's complexity..it tiles beautifully. ;)
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Re: New textures and requests

Post by Boons » Wed Jan 29, 2014 12:00 pm

Looks fantastic. Good job.. amazing how much better the engine is if put to use properly :)
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Re: New textures and requests

Post by Mr. YOur no fun » Wed Jan 29, 2014 4:01 pm

Ok, I think you know the burnt wood like in Soviet7 and stuff like that. I was in urban combat in nam so it doesn't like all nice and straight like most the maps.

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Re: New textures and requests

Post by Rab,d » Tue Feb 04, 2014 7:33 am

Working steady on textures atm. I added some metal and bark and stucco textures.
I got an IPhone 5 the other day. It's 8mp camera is working pretty good for raw image shots. And it uploads directly to my dropbox. :)
Since I am a Builder, I get a lot of opportunities to take shots of different surfaces. And I am going to start taking advantage of it. Bought a domain name http://www.capturewell.com When I get it up, others will be able to contribute to the bank.
So, I should be spitting out a lot of textures and images for skins, etc. Give the mappers something to work with. ;)

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Re: New textures and requests

Post by Boons » Wed Feb 05, 2014 8:27 am

What resolution should we make as a standard for the textures? 1000 x 1000 , 500 x 500? I can also help make new textures.
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Re: New textures and requests

Post by Rab,d » Wed Feb 05, 2014 9:10 am

I have been doing wall and ground textures at 1024 x 1024 and more detail type, smaller textures at 512x512.

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Re: New textures and requests

Post by Boons » Thu Feb 06, 2014 1:35 am

Waterfall shader request good sir :)
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Re: New textures and requests

Post by Mr. YOur no fun » Thu Feb 06, 2014 2:16 am

I like the textures. How is the lighting done? From the texture or a light source?

I am not sure how large your textures can be, but it is more efficient for the engine to use one texture instead of several. The reason I say this is most people limit the texture to a wall, or a window. I am not sure with this but in q2 you can put winds, doors, wall, roofs all on the same texture, and then just slide them around to fit the look you want on the poly surface. So you could put everything a building needs on one texture and save resources usage.


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Re: New textures and requests

Post by Boons » Wed Feb 19, 2014 11:35 am

I was just browsing that last night :)
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Re: New textures and requests

Post by Mr. YOur no fun » Sat Feb 22, 2014 4:50 am

Ah good, some great stuff. For some reason I was up until 3:30 down loading textures. I hope my mapping addiction isn't getting me.

So what is the situation on this. Is there a push to make things, a community waiting for maps? Or are we playing at this for our own amusement?

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Re: New textures and requests

Post by Rab,d » Sat Feb 22, 2014 8:24 am

All of the above. :)

It's a go. I want to get as many maps as we can made. As a team, we'll decide what maps we use as the base campaign and what we will consider "user" maps.

I am In the process of reorganizing things to work with FTEQW, instead of EGL...but, making maps is the same. It's just scripts and textures that need adapted. For FTE, the textures need to be .tga or .dds with alpha channels and normal and specular maps to match. Normal(bumpmapping) texture gets _norm at the end and specular texture gets _gloss added at end.
ie. texture.tga (diffuse) texture_norm.tga (bump) texture_gloss.tga (specular)

Nvidia providers a nice normal map filter for photoshop and other apps. Google it. If you make or find textures without normal maps.

i'l add some links to photoshop plugins to that other thread of useful apps and such.

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Re: New textures and requests

Post by Rab,d » Sat Feb 22, 2014 8:25 am

Boons wrote:Waterfall shader request good sir :)
i'll see if I can produce one today.

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Re: New textures and requests

Post by Mr. YOur no fun » Sat Feb 22, 2014 6:27 pm

So I need to convert my PNGs to TGAs is sounds like?

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Re: New textures and requests

Post by Boons » Sat Feb 22, 2014 9:51 pm

PNG's are not supported for EGL.. from the sounds of it for ftw as well. TGA wins ?
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