Some vent textures 4 u

HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
<div class="IPBDescription">Cause there isn't any! (that i can see)</div>Here's a couple of vent textures I put together in light of a desire not to use the half-life textures. Feel free to use em in your maps or as wallpaper for your desktop or your room....hell...just don't butcher them....

Comments

  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    4/4...I like this one...I think it's grate...erm....great  <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • Silver_FoxSilver_Fox Spammer Join Date: 2002-01-24 Member: 34Members, NS1 Playtester, Contributor
  • cyberdaemoncyberdaemon Join Date: 2002-02-06 Member: 169Members
    well nice <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • Cliff_MellangardCliff_Mellangard Join Date: 2002-01-29 Member: 129Members
    I think you should trye to sharpen them abit and add some more detail as you should keep in mind that the hl engine blurrs everything alot.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    The HL engine only blurs textures that aren't in power of 2 dimensions (16,32,64,128,256). As long as those vents are 64x64, you shouldn't have a problem.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Great textures Hanz. Those will come in handy for a lot of people.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    They're 128x128, but that's still ok.

    Um... Question. All these textures that are getting posted by people. Is someone on the team grabbing 'em all to stick in the ns.wad?
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    not that i know of mole

    good job hanz, nice textures
  • MuuMuu Join Date: 2002-01-24 Member: 23Members
    <!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->The HL engine only blurs textures that aren't in power of 2 dimensions (16,32,64,128,256). As long as those vents are 64x64, you shouldn't have a problem.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    You mean the HL engine can only use textures that are powers of two. It uses mip mapping on all textures and depending on your render mode (gl_texturemode) it will do this with different degrees of accuracy - the standard setting look very blury on my ATI Rage 128 though.
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    This isn't to do with mipmapping. If a texture's dimensions aren't a power of 2, then the engien will reduce the size of the texture until it IS, and then scale it back up; causing the blurriness.

    For example, 48 is NOT a power of 2. Powers of two are 2x2 (4), 2x2x2x2(16), 2x2x2x2x2x2(64), etc.



    <!--EDIT|Merkaba|Feb. 26 2002,21:24-->
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Interesting. I never could figure out why they blurred certain textures like that.
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    as for minimizing the blurring...

    gl_texturemode gl_linear_mipmap_linear gives the prettiest picture <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    <!--QuoteBegin--Cliff Mellangard+Feb. 27 2002,04:38--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Cliff Mellangard @ Feb. 27 2002,04:38)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->I think you should trye to sharpen them abit and add some more detail as you should keep in mind that the hl engine blurrs everything alot.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Well...actually Mr Picky...

    I think <b>YOU</b> should trye to sharpen them abit and <b>YOU</b> should add some more detail. I'm happy with the way they look in the engine...
  • Hand_Me_The_Gun_And_Ask_Me_AgainHand_Me_The_Gun_And_Ask_Me_Again Join Date: 2002-02-07 Member: 178Members
    <!--QuoteBegin--Merkaba+Feb. 26 2002,21:23--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Merkaba @ Feb. 26 2002,21:23)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->This isn't to do with mipmapping. If a texture's dimensions aren't a power of 2, then the engien will reduce the size of the texture until it IS, and then scale it back up; causing the blurriness.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    You can get the engine to only scale up such textures with 'gl_round_down 0'. Has to be done before any textures are loaded (I suggest an autoexec.cfg or whatever), and only does nearest-neighbour scaling, but it does look quite a bit sharper.

    Try playing the single-player game with it - it's like a minimalist HD pack. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    Oh, and 'gl_texturemode GL_LINEAR_MIPMAP_LINEAR' is very nice, yes. Very very nice. Depending on hardware quality. of course...
  • FreestylerFreestyler The First NS Fan Join Date: 2002-01-24 Member: 20Members
    YOu can also put '-32bpp' in the command line to make it run in 32bit which makes it look a lot nicer, but makes it run a lot slower (especially when rendering sprites)
  • Cliff_MellangardCliff_Mellangard Join Date: 2002-01-29 Member: 129Members
    <!--QuoteBegin--HanzGruber+Feb. 26 2002,16:47--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (HanzGruber @ Feb. 26 2002,16:47)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin--><!--QuoteBegin--Cliff Mellangard+Feb. 27 2002,04:38--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Cliff Mellangard @ Feb. 27 2002,04:38)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->I think you should trye to sharpen them abit and add some more detail as you should keep in mind that the hl engine blurrs everything alot.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Well...actually Mr Picky...

    I think <b>YOU</b> should trye to sharpen them abit and <b>YOU</b> should add some more detail. I'm happy with the way they look in the engine...<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->




    Its your textures i dont do other peoples textures it was simple suggestions as i think they looked blurry.
    But i dont understand your itchy ness as every one should be able to take suggestions on its work.
    If you dont accept feedback so will you not know wath to improve for the next time.
    It was some simple suggestions but who cares if you like them so go ahead.
    I dont understand why people are so itchy about some constructive feedback.
    I always accept both negative feedback and positive the same way as an way of improvement.
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