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--> _ _ _ _ _ \_/ \_/ \_/ \_/
douchebagatronCustom member titleJoin Date: 2003-12-20Member: 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.
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.]
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.
---- 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-->
<!--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-->
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).
<!--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.
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-->
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.
douchebagatronCustom member titleJoin Date: 2003-12-20Member: 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.
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.
<!--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).
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
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.
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.
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.
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-->
Comments
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not perfect but you get the idea. its like a mini version of those blast doors in black mesa east
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.
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.]
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-->
EDIT: yay for webbi!
<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' />
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-->
This looks waaay too flat. More bumpmapping to make the panels stick out.
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
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.
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-->
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?
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.
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
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.
And confused: bump maps are old and icky. Normal maps are the wave of the future.
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.