Come on now! You know your tempted to play with the emulation settings in riva tuner <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->. You lazy... ah, hrm, em pretty please? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
Edit: btw, working on a package with detail textures and applying it to ns_eclipse. That's probably the best way to figure out which ones work well, take a nice looking map and see if you can't hack togheter some nice looking detail textures that fit in well.
<!--QuoteBegin-[watch.me.die]+Feb 18 2004, 02:12 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([watch.me.die] @ Feb 18 2004, 02:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> and here's my gl_dump.. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> For what it's worth, it works in Steam running under WineX on Linux. Here's some of the glxinfo output:
OK done. You can grab my(small) detail texture package which contains a file that allows you to use them on ns_eclipse <a href='http://hem.bredband.net/congal/temp/DetTex_pack.zip' target='_blank'><u>here</u></a>.
There is a 22 detail textures limit for some reason so some textures had to be removed to save room for the important ones.
It's very difficult to hunt down the names of a few of those textures. Is there a cheat to see what the texture your looking at is named that works in ns3.0? (edit: never mind, I used bsptwomap and then checked the texture names in the .wad file created)
Looks good! I'm not sure why you're only allowed 22 detail textures, though... btw, the command "impulse 107" will print the name of the texture you're looking at (if it's been reassigned for use in NS jsut load the map up in HLDM and it should work).
Actually there's some impulse cheat to give the texture name you're aiming at, don't know it though.
Anyway, tried your detail pack and it worked for me (GF4 TI btw). Can't say I really liked the metal bit, but the infested bits were quite awesome, see attachment (/me notes his steam install is still configured at 800x600).
Also: carved is incorrectly referenced (detail/various/carved instead of detail/carved) and you may want to put all detail files in a /NS_eclipse subfolder, just to be neat.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->carved is incorrectly referenced (detail/various/carved instead of detail/carved) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
oops, thanks(various was the working folder that contains lots more(most uglier) detail textures).
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->/NS_eclipse subfolder, just to be neat. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Nah I'm going for reusabillity <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->.
edit: <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->(if it's been reassigned for use in NS jsut load the map up in HLDM and it should work).<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yeah it has, opening in HLDM should work. It only shows up when developer 1 or higher and sv_cheats 1 are used.
Edit : Im using GF4mx440 latest det drivers 53.03 using RivaTuner
NV40 = detailtextures work, no massive drop in fps NV30 = detailtextures work, loss in fps NV25 = detailtextures work, bigger loss in fps NV20 = detailtextures work, even bigger loss in fps NV1X = detailtextures DO NOT work. Max mode = detailtextures DO NOT work.
<!--QuoteBegin-KFS+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KFS)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Map-Specific Detail Textures: Adding lots of free-range files to an installation is hell, and the last thing we need is custom maps using the same custom textures overwriting each others detail textures. Just as you would place your models, sprites, or sounds in a /mapname/ folder in the appropriate directory, do the same with your detail textures. I think this should be a given for anyone releasing a map with detail textures in NS or ANY mod, whether NS does these officially or not. instead of detail/texname.tga, for example, I would use detail/ns_eclipse/texname.tga or similar. This will keep everyone's heads in one nice piece.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> So putting the detail textures in a subfolder isn't just a matter of neatness, it also prevents overwriting others. In this case ns_eclipse probably isn't the best choice, since it isn't your own map, so just come up with an unique subfolder name for your texture set. If more general detail texture packs come out, the mappers don't have to fear overwriting existing detail textures and can compile their own subfolder once the map is to be released.
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> I'd like to see ANYTHING blow the HL2 engine away (when it's finally done)
And then there's HL3... which is already in planning (new engine for that, supposedly even more powerful 0o" *drools*)
<!--QuoteBegin-Soylent green+Feb 20 2004, 09:35 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Soylent green @ Feb 20 2004, 09:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Included some extra detail textures and a list file for ns_hera.(link in sig) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> With you're pack once installed create a copy of the ns_eclipse_detail.txt or what ever its called adn whack in ns_veil in place of eclipse to view the detail texture in veil.
A few minor problems such as the satellite feed screen on the ledge outside of pipeline which has no detail but the stuff nearby does looks knida funny, but still works fairly well all around.
A cheap method if you don't know how to do it you're self.
I'm going to lookingto creating some as well, not all the wall and stuff, mostly stuff that really needs detail such as hive goo, rust and maybe water (water is a texture right? Don't really know a huge amount about it) But ill give it a go when I have soem time.
So in other words I'm goint to try to create a small detail fiesl to work on little things not the whole level.
Worth noting in the lower screen that there's only a 4.2 fps loss. Not bad for how well it looks, although I think some of the wall texturing in hera doesn't look right? (some metal looking textures look stucco-ed)
The results are very nice, I would like to use it... but I'm afraid it will have a too huge impact on my FPS (you said around 4 fps loss, but what hardware do you have?).
My settings and hardware (I'll only name important things):
I have a GeForce FX 5200 PCI, and no fps loss at all. Awesome, simply awesome. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->With you're pack once installed create a copy of the ns_eclipse_detail.txt or what ever its called adn whack in ns_veil in place of eclipse to view the detail texture in veil.
A few minor problems such as the satellite feed screen on the ledge outside of pipeline which has no detail but the stuff nearby does looks knida funny, but still works fairly well all around.
A cheap method if you don't know how to do it you're self.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I'm sort of doing that(not that I've worked much on the detail textures lately), open the file and you'll see textures and texture scales listed, I copied the relevant ones from one map to another but the problem is only 22 are allowed on each map, erroneous ones included. I need to go through each map and look at the textures used then find the most important ones, then weed out those I can't find anything proper to do with(applying detail textures to some textures destroys the illusion of depth and it looks simply ugly. Textures with small bumps can be applied to most textures without doing this, but not everything looks nice with bumps on).
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I have a GeForce FX 5200 PCI, and no fps loss at all. Awesome, simply awesome.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Even a gf4 mx440 can play a game like stalker(well, leaked alpha <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->) at over 200 000 polys per frame at a descent framerate, HL simply isn't very good at using the resources available on modern graphics cards.
<!--QuoteBegin-Naigel+Mar 3 2004, 05:10 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Naigel @ Mar 3 2004, 05:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> V-sync is off I get around 60-80 fps. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Normally, I get 100 too, but 60-80 is still really good.
Do you mean you get 60-80 normally, of with the detail textures?
I have an Athlon 1700 w/ 512megs DDR and a Radeon 9600xt, so you should be fine. I'll have to try it in an actual game to make sure though. You can turn it on and off pretty easily so it's not something to worry about. In fact, I think it's something Flayra could easily put in the standard NS install because if you can't use it or don't want to use it, having the extra files there won't impact you at all.
60-80 with it detail textures OFF. I see that it does not require that much, so I'll try it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> .
Yeah, like I said I don't really agree with that detail texture on the wall. I think something like the 'nicks and scratches' detail someone used on a screenshot would work much better because in the future I doubt spacecrafts are going to have textured walls. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
Cutedge:
the second screenshot has 2 help popups that also create a fps drop, so I think it's even less then 4.2 fps, which is good <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
me with my card I have nothing to fear <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Just downloaded soylent_green's highdetail texturepack. IT OWNS!!! GREAT JOB! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Another great thing is that mappers can make variations of the textures on each map, so the maps look less like eachother <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
I like the texture on the Eclipse/hera wall detail textures, but it kind of looks like someone went over them in thick emulsion paint. I think it needs some tweaking. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
I made a replacement texture for the wall detail but I didn't get to try it this morning (what with the steam being down and all). I'm good at doing photoshop tweaking so maybe if i'm bored i'll try to make some more textures, because while darkATI's pack of photoshop defaults is good, some textures that are less intrusive are needed. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
norn, can you put that scratch texture you used up for people?
If anyone wants to use it, here it is. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Question though: What's a quick and dirty way of finding out exactly what textures each map is using?
cutedge, looks nice, using it for bland textures(where bumps look bad IMHO).
When I'm finished with all the ns_ maps(should'nt be too long now) it would be an easy job to make another pack where all the bumpy5(bumpy thing used on most wall_lab textures that many people seem to dislike) are replaced with scratched1.
I could easily include several "remixes" that can be swapped between by drag and dropping the contents of a directory to replace all the detail texture lists.
Again, it's there if you want it. I keep going back and forth on whether the carved is good or bad. On one hand, it really does a lot to make that awful n6_rust texture look good, but on the other hand i think it's just a tad too "3d" looking. At a local club they have a metal floor that they sort of buffed or ground in a circular pattern to give it this textured look, and i tried to either come up with something like that or find a picture of something like that and i didn't have much luck.
Comments
Edit: btw, working on a package with detail textures and applying it to ns_eclipse. That's probably the best way to figure out which ones work well, take a nice looking map and see if you can't hack togheter some nice looking detail textures that fit in well.
For what it's worth, it works in Steam running under WineX on Linux. Here's some of the glxinfo output:
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: GeForce4 Ti 4200 with AGP8X/AGP/SSE/3DNOW!
OpenGL version string: 1.4.0 NVIDIA 44.96
OpenGL extensions:
GL_ARB_depth_texture, GL_ARB_imaging, GL_ARB_multisample,
GL_ARB_multitexture, GL_ARB_point_parameters, GL_ARB_shadow,
GL_ARB_texture_border_clamp, GL_ARB_texture_compression,
GL_ARB_texture_cube_map, GL_ARB_texture_env_add,
GL_ARB_texture_env_combine, GL_ARB_texture_env_dot3,
GL_ARB_texture_mirrored_repeat, GL_ARB_transpose_matrix,
GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_window_pos,
GL_S3_s3tc, GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color,
GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_compiled_vertex_array,
GL_EXT_draw_range_elements, GL_EXT_fog_coord, GL_EXT_multi_draw_arrays,
GL_EXT_packed_pixels, GL_EXT_paletted_texture, GL_EXT_point_parameters,
GL_EXT_rescale_normal, GL_EXT_secondary_color,
GL_EXT_separate_specular_color, GL_EXT_shadow_funcs,
GL_EXT_shared_texture_palette, GL_EXT_stencil_wrap, GL_EXT_texture3D,
GL_EXT_texture_compression_s3tc, GL_EXT_texture_cube_map,
GL_EXT_texture_edge_clamp, GL_EXT_texture_env_add,
GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3,
GL_EXT_texture_filter_anisotropic, GL_EXT_texture_lod,
GL_EXT_texture_lod_bias, GL_EXT_texture_object, GL_EXT_vertex_array,
GL_HP_occlusion_test, GL_IBM_texture_mirrored_repeat,
GL_KTX_buffer_region, GL_NV_blend_square, GL_NV_copy_depth_to_color,
GL_NV_depth_clamp, GL_NV_fence, GL_NV_fog_distance,
GL_NV_light_max_exponent, GL_NV_multisample_filter_hint,
GL_NV_occlusion_query, GL_NV_packed_depth_stencil, GL_NV_pixel_data_range,
GL_NV_point_sprite, GL_NV_register_combiners, GL_NV_register_combiners2,
GL_NV_texgen_reflection, GL_NV_texture_compression_vtc,
GL_NV_texture_env_combine4, GL_NV_texture_rectangle, GL_NV_texture_shader,
GL_NV_texture_shader2, GL_NV_texture_shader3, GL_NV_vertex_array_range,
GL_NV_vertex_array_range2, GL_NV_vertex_program, GL_NV_vertex_program1_1,
GL_NVX_ycrcb, GL_SGIS_generate_mipmap, GL_SGIS_multitexture,
GL_SGIS_texture_lod, GL_SGIX_depth_texture, GL_SGIX_shadow
There is a 22 detail textures limit for some reason so some textures had to be removed to save room for the important ones.
It's very difficult to hunt down the names of a few of those textures. Is there a cheat to see what the texture your looking at is named that works in ns3.0? (edit: never mind, I used bsptwomap and then checked the texture names in the .wad file created)
Anyway, tried your detail pack and it worked for me (GF4 TI btw). Can't say I really liked the metal bit, but the infested bits were quite awesome, see attachment (/me notes his steam install is still configured at 800x600).
Also: carved is incorrectly referenced (detail/various/carved instead of detail/carved) and you may want to put all detail files in a /NS_eclipse subfolder, just to be neat.
oops, thanks(various was the working folder that contains lots more(most uglier) detail textures).
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->/NS_eclipse subfolder, just to be neat. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Nah I'm going for reusabillity <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->.
edit: <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->(if it's been reassigned for use in NS jsut load the map up in HLDM and it should work).<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yeah it has, opening in HLDM should work. It only shows up when developer 1 or higher and sv_cheats 1 are used.
NV40 = detailtextures work, no massive drop in fps
NV30 = detailtextures work, loss in fps
NV25 = detailtextures work, bigger loss in fps
NV20 = detailtextures work, even bigger loss in fps
NV1X = detailtextures DO NOT work.
Max mode = detailtextures DO NOT work.
NV40 - graphics card that is not out yet, wha?
NV30 - geforce fx 5800 and later fx(nv3x) variations such as fx5900
NV25 - geforce 4 ti series
NV20 - geforce 3 ti series
NV1X - geforce 2, mx and stuff
max mode - huh?
Looks like it's got some real potential.
GJ!
<!--QuoteBegin-KFS+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KFS)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Map-Specific Detail Textures:
Adding lots of free-range files to an installation is hell, and the last thing we need is custom maps using the same custom textures overwriting each others detail textures. Just as you would place your models, sprites, or sounds in a /mapname/ folder in the appropriate directory, do the same with your detail textures. I think this should be a given for anyone releasing a map with detail textures in NS or ANY mod, whether NS does these officially or not. instead of detail/texname.tga, for example, I would use detail/ns_eclipse/texname.tga or similar. This will keep everyone's heads in one nice piece.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
So putting the detail textures in a subfolder isn't just a matter of neatness, it also prevents overwriting others. In this case ns_eclipse probably isn't the best choice, since it isn't your own map, so just come up with an unique subfolder name for your texture set. If more general detail texture packs come out, the mappers don't have to fear overwriting existing detail textures and can compile their own subfolder once the map is to be released.
And then there's HL3... which is already in planning (new engine for that, supposedly even more powerful 0o" *drools*)
With you're pack once installed create a copy of the ns_eclipse_detail.txt or what ever its called adn whack in ns_veil in place of eclipse to view the detail texture in veil.
A few minor problems such as the satellite feed screen on the ledge outside of pipeline which has no detail but the stuff nearby does looks knida funny, but still works fairly well all around.
A cheap method if you don't know how to do it you're self.
I'm going to lookingto creating some as well, not all the wall and stuff, mostly stuff that really needs detail such as hive goo, rust and maybe water (water is a texture right? Don't really know a huge amount about it) But ill give it a go when I have soem time.
So in other words I'm goint to try to create a small detail fiesl to work on little things not the whole level.
<img src='http://www.llamalicious.com/images/hera_detail.jpg' border='0' alt='user posted image' />
<img src='http://www.llamalicious.com/images/hera_detail2.jpg' border='0' alt='user posted image' />
Worth noting in the lower screen that there's only a 4.2 fps loss. Not bad for how well it looks, although I think some of the wall texturing in hera doesn't look right? (some metal looking textures look stucco-ed)
My settings and hardware (I'll only name important things):
512 MB RAM
G-Force FX 5200 128 MB
AMD Athlon 2400+
V-sync is off
I get around 60-80 fps.
A few minor problems such as the satellite feed screen on the ledge outside of pipeline which has no detail but the stuff nearby does looks knida funny, but still works fairly well all around.
A cheap method if you don't know how to do it you're self.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I'm sort of doing that(not that I've worked much on the detail textures lately), open the file and you'll see textures and texture scales listed, I copied the relevant ones from one map to another but the problem is only 22 are allowed on each map, erroneous ones included. I need to go through each map and look at the textures used then find the most important ones, then weed out those I can't find anything proper to do with(applying detail textures to some textures destroys the illusion of depth and it looks simply ugly. Textures with small bumps can be applied to most textures without doing this, but not everything looks nice with bumps on).
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I have a GeForce FX 5200 PCI, and no fps loss at all. Awesome, simply awesome.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Even a gf4 mx440 can play a game like stalker(well, leaked alpha <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->) at over 200 000 polys per frame at a descent framerate, HL simply isn't very good at using the resources available on modern graphics cards.
I get around 60-80 fps. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Normally, I get 100 too, but 60-80 is still really good.
Do you mean you get 60-80 normally, of with the detail textures?
The wall in that pic looks horrible! but the floor and the infested wall looks kinda cool~~
<img src='http://www.unknownworlds.com/forums/uploads//post-4-1076612074.jpg' border='0' alt='user posted image' />
the second screenshot has 2 help popups that also create a fps drop, so I think it's even less then 4.2 fps, which is good <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
me with my card I have nothing to fear <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Another great thing is that mappers can make variations of the textures on each map, so the maps look less like eachother <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
norn, can you put that scratch texture you used up for people?
<img src='http://www.llamalicious.com/images/hera_detail3.jpg' border='0' alt='user posted image' />
If anyone wants to use it, here it is. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Question though: What's a quick and dirty way of finding out exactly what textures each map is using?
When I'm finished with all the ns_ maps(should'nt be too long now) it would be an easy job to make another pack where all the bumpy5(bumpy thing used on most wall_lab textures that many people seem to dislike) are replaced with scratched1.
I could easily include several "remixes" that can be swapped between by drag and dropping the contents of a directory to replace all the detail texture lists.
Last quibble for today: I think the 'carved' texture being used on the metal texture (d6_rust) stands out too much so I made a softer version of it.
<img src='http://www.llamalicious.com/images/mineshaft_detail.jpg' border='0' alt='user posted image' />
Again, it's there if you want it. I keep going back and forth on whether the carved is good or bad. On one hand, it really does a lot to make that awful n6_rust texture look good, but on the other hand i think it's just a tad too "3d" looking. At a local club they have a metal floor that they sort of buffed or ground in a circular pattern to give it this textured look, and i tried to either come up with something like that or find a picture of something like that and i didn't have much luck.