Source Images For Textures

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
<div class="IPBDescription">A couple of free libraries</div> <a href='http://www.imageafter.com/' target='_blank'>http://www.imageafter.com/</a>
<a href='http://www.mayang.com/textures/' target='_blank'>http://www.mayang.com/textures/</a>

Comments

  • 2_of_Eight2_of_Eight Join Date: 2003-08-20 Member: 20016Members
    Warning. Most of the images I've seen on those sites have shadows on them - and no surprise. For textures in Source, you'd want to remove those shadows and let bump-mapping handle the lighting.
  • 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
    Yeah, I should clarify, I meant <i>source images</i> for textures, not images for textures, for the Source engine.

    Damn valve and their stupid names. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    There are a lot of textures on there that are pretty flat. Just corroded metal, or things like that.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    they need to be the same dimensions both ways, and have the edges ligned up to look right, else they will look like total crap.

    im pretty sure the biggest texture the source engine can handle is 2048x2048, because thats a hardware limit on most video cards. some of them cant handle textures bigger than 1024x1024.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    you will have to do the textures yourself anyway.
    would be much easier to start from scratch so you wont have to worry about shadows, correct colors and especially the ANGLE of the picture. instead using this pictures as reference will give you much more influence on the appearance of the texture and it will be much easier to change it.
  • CabooseCaboose title = name(self, handle) Join Date: 2003-02-15 Member: 13597Members, Constellation
    <!--QuoteBegin-Lt Gravity+Jun 30 2005, 12:23 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt Gravity @ Jun 30 2005, 12:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> you will have to do the textures yourself anyway.
    would be much easier to start from scratch so you wont have to worry about shadows, correct colors and especially the ANGLE of the picture. instead using this pictures as reference will give you much more influence on the appearance of the texture and it will be much easier to change it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    The angle of a picture should be no problem. If you can handel photoshop well enough to make decent textures, you'd know how to correct the angle. Hell, I doublt I could make decent textures, yet I still know <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    Me and my 1337 PS h4x > j00! I r so 1337!
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