1st Texture pack
Pipi
Join Date: 2009-12-09 Member: 69550Members
<div class="IPBDescription">by pee pee :D</div>I received a PM from someone who asked if I was going to release the custom textures I was making, and this gave me the idea of making a texture pack.
So, I'm up to about 20 textures now, but I'll wait 'til I have more and will cut a couple that doesn't really feel NS.
I brought up this topic to get some ideas from people. What would you want as a texture for spark. If possible, get me an image or some concept art that shows something similar or anything.
I'd appreciate the support, and would probably release a texture pack sooner, here in this topic eventually.
Thanks.
PS. I have also made modified versions of current textures, changing colors, some patterns, number of tiles, wider tiles, etc. so if you have a special request regarding those, it's all good.
So, I'm up to about 20 textures now, but I'll wait 'til I have more and will cut a couple that doesn't really feel NS.
I brought up this topic to get some ideas from people. What would you want as a texture for spark. If possible, get me an image or some concept art that shows something similar or anything.
I'd appreciate the support, and would probably release a texture pack sooner, here in this topic eventually.
Thanks.
PS. I have also made modified versions of current textures, changing colors, some patterns, number of tiles, wider tiles, etc. so if you have a special request regarding those, it's all good.
Comments
<img src="http://www.tjhowse.com/misc/bluishgray.png" border="0" class="linked-image" />
--Scythe--
Hey Seker, I could include the decal that says "Seker was here"
Altough, I'm not sure everyone will use it.. ( you were in EVERY MAPS !)
Hah include it and lets see if anyone else uses it xp
cool eh?
<img src="http://www.admit-one.net/webimages/colorblind.jpg" border="0" class="linked-image" />
As you can see, it's just a bunch of black and white circles. :)
oooh how maaad my HD CRASHED just a minute ago..
Im sorry Pipi - but well, how about some water/fluid textures to simulate wet surfaces or something?
NS2 won't have water introduced to being with, so, I'd hold off making any water textures for now.
Just keep doing what you're doing pipi. Possibly release what you have right now and people can help you with the style of where to go and what to do?
<img src="http://img694.imageshack.us/img694/7341/mat346.jpg" border="0" class="linked-image" />
<!--quoteo(post=1756070:date=Feb 28 2010, 11:31 AM:name=whoppaXXL)--><div class='quotetop'>QUOTE (whoppaXXL @ Feb 28 2010, 11:31 AM) <a href="index.php?act=findpost&pid=1756070"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->oooh how maaad my HD CRASHED just a minute ago..<!--QuoteEnd--></div><!--QuoteEEnd-->
lol Hey, I got my seagate HD back, i365 made a successful data recovery on it hehe. Fiew !
Sure I'll do that.... later.
Getting my ideas while playing NS1 now.. like these wall plates. Went AFK in middle of a game to start working on it hahaha.
<img src="http://img502.imageshack.us/img502/1534/matrt5.jpg" border="0" class="linked-image" />
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/Cdiz0k0Rudw"></param><embed src="http://www.youtube.com/v/Cdiz0k0Rudw" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
I like the first box a lot. You should show lots of screenshots. They're much more interesting than text.
Hum, concerning the lava texture, I've asked on the forum if the engine was going to support flash texture on different maps, like bump and spec.
Didn't get an answer from UWE so I'll wait, cause if we can have fully animated maps with diffuse, and bumps and everything I might work something out for lava.
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/OLT4ttKL0gw"></param><embed src="http://www.youtube.com/v/OLT4ttKL0gw" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
You may even get a tuppence or two thrown your way for your trouble.
Are the lines on the texture for ventilation or grip or what? Maybe put some sort of logo on the box or label to indicate what it is.
Just my 2 cents.
Are the lines on the texture for ventilation or grip or what? Maybe put some sort of logo on the box or label to indicate what it is.
Just my 2 cents.<!--QuoteEnd--></div><!--QuoteEEnd-->
It's not a prop or a 3d model, it's just a custom texture on a convenient cube in the spark model/texture viewer, on page 1 he states that it's wall panelling ;)
I'd love to make a few areas that are similar but colour coded!
Dr_nic: We are working with the refinery set, so you have to expect all those things. I agree that not every walls have to be dirty and heavily damaged. I'll take note of that. I already started working on that kind of textures. I'll try to make shiny metallic textures too.
I believe that UWE is going to create a space station/laboratory art set after the biodome one. (I think I've read that somewhere) So I wouldn't venture making textures with specifically that in mind.
I'm more concerned about adding to the refinery set right now, thus making textures that fit along with others.
<img src="http://i159.photobucket.com/albums/t127/willy-wilson/metalboards.png" border="0" class="linked-image" />
Specular is weird I have to agree. You need it in the alpha channel of the diffuse map (without any code line in the material file) and bring the white levels down to about 20-40/255 so you get the specular details.
NS1 inspired 'cleaner' trim.
<img src="http://img710.imageshack.us/img710/175/dfghsd.jpg" border="0" class="linked-image" />