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  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    For the vent2 texture you need to make all the spacing even, in reality a top down view (if it were 3d) would probably look like this
    <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
    _    _     _     _     _
     \_/  \_/  \_/   \_/

    <!--c2--></td></tr></table><div class='postcolor'><!--ec2-->

    not perfect but you get the idea. its like a mini version of those blast doors in black mesa east
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    updated first post.


    im not really sure of all the sets, so if someone could tell me what the names of all the sets are thatd be nice. also remember to post the set you are doing when you decide to do it.
  • SinterSinter Join Date: 2003-03-05 Member: 14347Members, Constellation
    edited January 2005
    I am currently making a list of <i>every</i> texture used in NS, as well as what wad file they come from, whether they have been updated, and who is currently working on it.

    So far, I have completed ns.wad and am almost through ns2.wad
    I am creating this list as an Excel spreadsheet, and I will upload it to the gmail account when I finish.

    (p.s. I am trying to update the list with all the new texture updates you guys are releasing, but I might miss one or two, so it would be great if someone could look this over when I finish)

    -Sinter

    [edit: Wow, there are so many textures! The current count is at 850, and I havent even started on any of the ns_* or co_* wads (however, this count does include some textures that wont need to be updated). Will post the list later tonight.]
  • UnCriticalUnCritical Join Date: 2002-01-25 Member: 73Members, Constellation
    Ok, redone alot of the texture.
    Made the spaces even, removed the black top and bottom 'border', fixed the brightness of the middle strip, and updated the bump maps to give it alot more depth. Oh and made the white strips a little rounded. Yay.

    <img src='http://www.darkbeforedawn.net/external/vent2/vent2e1.jpg' border='0' alt='user posted image' />

    The light is coming from the top left.

    ----
    Dunno whether this has been mentioned or not, just thought of it now. Whenever you make a texture, it would be handy if we make sure its in a folder named after whatever the origional .wad was called. It keeps everything organised when all the textures are complete.
    So make sure in your vmt file your paths read something like "ns1/vent2" or "ns2/something"

    Sorry if it's been mentoned already <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • NetBentNetBent Join Date: 2003-05-16 Member: 16386Members
    Needed to be rounded. Maybe lighten up the black part just a bit and add a small bit of intensity to the bump mapping.
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    looks pretty good, but I'd make the white parts more square, and the dark "teeth" deeper.
  • N_RecoupN_Recoup Join Date: 2005-01-17 Member: 36126Members
    Looks like this thing is coming along quite well...
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    edited January 2005
    great man that looks a ton better! I got GIMP and GOD is it easier to use!

    EDIT: yay for webbi!
  • ReebdoogReebdoog Join Date: 2003-09-20 Member: 21035Members
    Update time! Gotta love public holidays. This is flr_greypnl1. I'm working on all the flr_grey ones

    <img src='http://www.enigmaticstudios.com/ns/flr_greypnl1_0.jpg' border='0' alt='user posted image' />
    <img src='http://www.enigmaticstudios.com/ns/flr_greypnl1_1.jpg' border='0' alt='user posted image' />
    <img src='http://www.enigmaticstudios.com/ns/flr_greypnl1_2.jpg' border='0' alt='user posted image' />
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    <!--QuoteBegin-NetBent+Jan 26 2005, 12:37 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NetBent @ Jan 26 2005, 12:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Maybe lighten up the black part just a bit <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yeah, I was looking at that pic and thought that it still didn't "feel" like the original, I think you should try this!

    good work anyways <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    The greypnl looks good, but dont forget the specualr factor so that it looks shiny when you use cube maps.
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-Reebdoog+Jan 26 2005, 10:53 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reebdoog @ Jan 26 2005, 10:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <img src='http://www.enigmaticstudios.com/ns/flr_greypnl1_2.jpg' border='0' alt='user posted image' /> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    This looks waaay too flat. More bumpmapping to make the panels stick out.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    I don't like that texture at all, provide the original NS one to compare please?
  • SinterSinter Join Date: 2003-03-05 Member: 14347Members, Constellation
    Alright,

    I finally finished off the list of all the NS textures. I believe the current count stands at 1315 textures (so close to 1337 <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->), but this does include a couple repeats, as well as some textures may not need to be converted (clip, nobuild, overlays, liquids, etc).

    I have not updated the list with the current conversion status for each texture, but hopefully someone can help me keep this up to date. If I can get online before the forums go down tonight, I will try to update the list with the latest texture conversion changes and details.

    The list was uploaded to the NS Source Texture Repository at gmail (see first post for details).

    Hope this list helps us all.

    -Sinter
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    <!--QuoteBegin-Reebdoog+Jan 26 2005, 03:53 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reebdoog @ Jan 26 2005, 03:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> flr_greypnl1 <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Looks totally flat, and it has false shadows and shine on it. And the false shine is on both sides of the texture, so it seems to be lit from opposite directions. When tiled it just looks silly because of the shiny edges facing each other.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin-Sinter+Jan 26 2005, 05:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sinter @ Jan 26 2005, 05:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Alright,

    I finally finished off the list of all the NS textures. I believe the current count stands at 1315 textures (so close to 1337 <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->), but this does include a couple repeats, as well as some textures may not need to be converted (clip, nobuild, overlays, liquids, etc).

    I have not updated the list with the current conversion status for each texture, but hopefully someone can help me keep this up to date. If I can get online before the forums go down tonight, I will try to update the list with the latest texture conversion changes and details.

    The list was uploaded to the NS Source Texture Repository at gmail (see first post for details).

    Hope this list helps us all.

    -Sinter <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I would love to manage the "ns.wad" as that is my favourite package, and I would love to see someone do it properly <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    edited January 2005
    then do it.. hehe.. y aren't ppl uploading their textures though.. i see some being done on the forums here.. nd not put up..
  • UnCriticalUnCritical Join Date: 2002-01-25 Member: 73Members, Constellation
    It would be handy if the texture list was turned into a webpage, with a little mySQL and PHP coding, you could have a running list of all the textures, their status, origional texture as a jpg, if anyone is doing it and if so who. Oh and if its done, a link to the download from an FTP server.
    Take a little bit of work, but is possible.

    Anyhow, another update of vent2-
    I modified the normal file to give the teeth some extra depth, although creating depth with a texture without actually modelling it is quite difficult. The nvidia plugin is handy for simple textures that are pretty flat, but for anything major (like these teeth) it takes a bit of doing.
    However it looks a little better now.
    <img src='http://www.darkbeforedawn.net/external/vent2/vent2e2.jpg' border='0' alt='user posted image' />
    I also added some of the 'graininess' and imperfections to the normal map, just to make it a little more lifelike.

    Happeh?
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    sinter i sent you an email from the nsstexture email, you attached some weird file and i have no idea what it is. if its the list of textures, please try to make it a simple .txt file that way anyone can read it.
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    Figured someone might like to see this (i think most mappers will recognize this texture)
    i made it from two hand made hightmaps blended together, using both GIMP and PS. I personally like the result, jpg quality is down just a tad. Now off to do the diffuse map.... Oh and it took me like 10 different files to finally come up with this, but that was also learning GIMP.
  • SinterSinter Join Date: 2003-03-05 Member: 14347Members, Constellation
    <!--QuoteBegin-UnCritical+Jan 26 2005, 03:02 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (UnCritical @ Jan 26 2005, 03:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It would be handy if the texture list was turned into a webpage, with a little mySQL and PHP coding, you could have a running list of all the textures, their status, origional texture as a jpg, if anyone is doing it and if so who. Oh and if its done, a link to the download from an FTP server.
    Take a little bit of work, but is possible. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I am familiar with perl, which is very similar to PHP in terms of functionality, I happen to have a very nice hosting space, and I'd like to help work on this texture tracking tool.

    I'll start hacking around, and see if I can pull up something in the next couple days (although I will be away skiing this weekend).

    Also, 6john, I re-uploaded the texture list as a csv text file (.txt).

    -Sinter
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    Hyperion: the gimp has a nice bunp map feature taht gets you most of the way to yor height map(filers>maps>bumpmap). but, again it needs the tweaking to work right. and then make it grayscale
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    Allrighty then. Here's the deal: the Photoshop plugin from nVidia DOES make normal maps, but the results are not as good to much worse compared to making the geometry yourself. I'm not much of a texture artist, but I am a 3d modeller, so I can make the stuff. Getting it into a normal map will be harder; Maya has a built in tool but it's not so hot. I'll check the SDK when I get a chance, as maybe Valve has included something. Otherwise I can always give the geometry to someone with XSI so they can make a normal map out of it.

    To sum it up: if you have a texture that you need normal mapped, PM me and there's a good chance I can do it. Remember, this is the preferred alternative to the Photoshop plugin.
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    TC: your right, I have tired to make this normal map using XSI, however, I cant find the plugin to generate normal maps from geometry.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    Well, XSI should do normal maps pretty well, it's just a question of knowing how to use it. I do not have the slightest idea about how to work it; I'm still trying to get it to accept the fact that I run in 1024x768. If I find a way in Maya to do normal maps (I'll try when I get a chance, probably this weekend) then that's good, otherwise I just export the geometry to someone who knows how to make normal maps in XSI.

    And confused: bump maps are old and icky. Normal maps are the wave of the future.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    Some really nice stuff in here. Keep it up!

    As guidelines, a few thoughts on NS' textures:<ul><li>Most of NS' textures, if metallic, have a 'pocks-scarred' or 'brushed' look to them. Specular highlights should thus be used very sparingly.</li><li>As UnCritical already noticed, there's an awful lot of very plastic textures to the set. If you manage to bring that out, your work will just be so much better for it.</li><li>Most of NS' textures (even wall_lab) are comparatively dirty (Ever been in a <i>real</i> lab?). Strive for a somewhat worn look.</li></ul>We're really interested in this.
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    Tycho, as far as I know XSI will only run with a minimum resolution of 1280x1028 or something.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    That's a big improvement, uncritical. Although, is it just me or are the shadows gone?
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    Just remember that the NS textures are very high quality for their time and the NS:S versions should live up to that same standard of quality.
  • Ice9Ice9 Join Date: 2004-06-09 Member: 29208Members
    Maybe when my exams are over I can help with this, I'm a pro with Photoshop. Just give me the info on how to extract the textures and upload them <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
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