1st Texture pack

2

Comments

  • willy-wilsonwilly-wilson Join Date: 2010-01-12 Member: 70102Members
    it is modeled, really simple though im working on some more complex stuff, im also learning how to use turtle for maya to bake the normals and ao so i dont have to switch apps.
  • MetroMetro Join Date: 2007-09-15 Member: 62316Members
    Very impressive guys. Keep it up! :)
  • ThaldarinThaldarin Alonzi! Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--quoteo(post=1756297:date=Mar 1 2010, 05:50 PM:name=willy-wilson)--><div class='quotetop'>QUOTE (willy-wilson @ Mar 1 2010, 05:50 PM) <a href="index.php?act=findpost&pid=1756297"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i asked pipi if i could post some textures im working on in here as well. heres my first one. still havent quite got the hang of how the engine handles spec but ill keep experimenting.
    <img src="http://i159.photobucket.com/albums/t127/willy-wilson/metalboards.png" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->

    I recognise that nos_texture :)

    There's quite a few NS1 textures I'd use to make a nice little 'clean lab' environment in Spark if you converted them, this being one of them.
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    <!--quoteo(post=1756322:date=Mar 1 2010, 06:07 PM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Mar 1 2010, 06:07 PM) <a href="index.php?act=findpost&pid=1756322"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I recognise that nos_texture :)

    There's quite a few NS1 textures I'd use to make a nice little 'clean lab' environment in Spark if you converted them, this being one of them.<!--QuoteEnd--></div><!--QuoteEEnd-->

    NS1 textures are hardly convertable, but I'm willing to work on that too, since I already take my inspiration from playing NS1 and looking at walls and failing the games, hehe.

    I don't know about Willy but I could remake some textures.. So if you want to provide the name or pictures of the textures, that'd be nice.
  • willy-wilsonwilly-wilson Join Date: 2010-01-12 Member: 70102Members
    edited March 2010
    nos texture? If your talking about the first natural selection. ill be honest ive never played it. :/

    on another note, heres another one i stared work on. Tiled 4 times.
    <img src="http://i159.photobucket.com/albums/t127/willy-wilson/wallthing.png" border="0" class="linked-image" />
  • M00_cowM00_cow Join Date: 2007-03-02 Member: 60180Members, Constellation
    There was mention of animated textures awhile back. Have you guys made any progress on this such thing? I.e. Computer screen. If it currently isn't an element of the texture editor and or NS2 doesn't have the functionality, or whatever software you are using to create these works of art doesn't support animated textures, fair enough.
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    Yes, I'm quite excited about this but I haven't stumbled on any good information since then. I'm expecting to work with flash textures, but I don't know yet if there are going to be used as bump maps, or specular maps.

    That and we can't see anything animated just yet inside the editor, so it's hard to judge how your work is going to look.
  • willy-wilsonwilly-wilson Join Date: 2010-01-12 Member: 70102Members
    edited March 2010
    normals anyone? i think this is about as far as i think im gunna push normal maps. the illusion goes away when viewing from too great of an angle.

    <img src="http://i159.photobucket.com/albums/t127/willy-wilson/normals.png" border="0" class="linked-image" />
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    God Willy, that is some crazy normal map going on. You know you could have done it with a photoshop noise instead of a million tri mesh.. ;)

    Looking forward to see the final result though !
  • willy-wilsonwilly-wilson Join Date: 2010-01-12 Member: 70102Members
    lol the noise is photoshop ;)
  • willy-wilsonwilly-wilson Join Date: 2010-01-12 Member: 70102Members
    edited March 2010
    none of my normals or spec are showing up on any of my materials. :(

    getting this error. any fix? (btw this could be caused by me updating to the latest version witch i hadn't done before)
    IDirect3DDevice9::CreateTexture(623, 428, 1, D3DFMT_A2R10G10B10) failed (Invalid call)
    Direct3DDevice::Texture initialize failed- A2R10G10B10, xSize=623, ySize=428)
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    Is your texture pixel size 623x428?

    The engine only works with texture that are multiple of 2

    Like, 128x512, 1024x1024, 256x1024, 512x512, etc.
  • willy-wilsonwilly-wilson Join Date: 2010-01-12 Member: 70102Members
    all of them are 1024x1024
  • Skyforger2Skyforger2 Join Date: 2007-10-19 Member: 62681Members
    I would like to see ns1.wad and ns2.wad all those textures in NS2.
  • Lord SchnitzelLord Schnitzel Join Date: 2008-11-04 Member: 65377Members
    Don't want to hijack this thread for texture requests but since UWE announced there will be no water in NS2 I'd really like a simple "puddle of generic liquid"-texture so we can have oil leaking out of a barrel or the spilled coffe next to one of the coffe mug probs.
  • jamieshepherdjamieshepherd Join Date: 2009-09-04 Member: 68693Members
    <!--quoteo(post=1756458:date=Mar 2 2010, 06:48 PM:name=Lord Schnitzel)--><div class='quotetop'>QUOTE (Lord Schnitzel @ Mar 2 2010, 06:48 PM) <a href="index.php?act=findpost&pid=1756458"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Don't want to hijack this thread for texture requests but since UWE announced there will be no water in NS2 I'd really like a simple "puddle of generic liquid"-texture so we can have oil leaking out of a barrel or the spilled coffe next to one of the coffe mug probs.<!--QuoteEnd--></div><!--QuoteEEnd-->

    They never said there will be no water, it just isn't on their priority of things to do and likely won't make first engine release, I imagine it will be soon after though
  • willy-wilsonwilly-wilson Join Date: 2010-01-12 Member: 70102Members
    well heres what it looks like inside of maya anyway. :/ ill start work on something else now.
    <img src="http://i159.photobucket.com/albums/t127/willy-wilson/Capture-28.png" border="0" class="linked-image" />
  • FortuneFortune Join Date: 2009-04-27 Member: 67290Members, Constellation
    <!--quoteo(post=1756458:date=Mar 2 2010, 06:48 PM:name=Lord Schnitzel)--><div class='quotetop'>QUOTE (Lord Schnitzel @ Mar 2 2010, 06:48 PM) <a href="index.php?act=findpost&pid=1756458"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Don't want to hijack this thread for texture requests but since UWE announced there will be no water in NS2 I'd really like a simple "puddle of generic liquid"-texture so we can have oil leaking out of a barrel or the spilled coffe next to one of the coffe mug probs.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That's easy enough to do with oil or coffee stains, solid opaque liquid that doesn't animate... we can't have translucent textures right now though.
  • GrapeVineGrapeVine Join Date: 2006-12-01 Member: 58803Members
    Can you make textures for ancient ruins like crackling walls and old language carving for something like <a href="http://www.bcmtouring.com/pics/khajuraho/35-ancient-language-at-visvanatha-temple.jpg" target="_blank">this</a>?
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    Good stuff Willy, a bit too clean to me but hey we need that kinda textures I guess. ;)

    As for liquid textures, I intend to work on that as soon as we get info on animated flash textures and translucid maps.
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    <!--quoteo(post=1756486:date=Mar 2 2010, 04:21 PM:name=GrapeVine)--><div class='quotetop'>QUOTE (GrapeVine @ Mar 2 2010, 04:21 PM) <a href="index.php?act=findpost&pid=1756486"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Can you make textures for ancient ruins like crackling walls and old language carving for something like <a href="http://www.bcmtouring.com/pics/khajuraho/35-ancient-language-at-visvanatha-temple.jpg" target="_blank">this</a>?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah, I could make something like this, but I'm not sure what you really need specifically, cause it wouldn't be enough generic to be included in a texture set. I'm looking for more generic ideas that would fit the refinery art set of NS2.

    But if you need a specific texture like this one, give me some more details and I'll make it for you. ;)




    Here's an update of my work on the texture set. First time I try to make different version of a map, with some variable details but working with the same model and texture maps in photoshop, swaping AO and bump maps mostly. So, I made 4 of them for that kind of wall. I'm not sure about the "cross" wall yet, might change it, might not, anyone's thought on it?

    I'm still looking for thoughts and ideas on what texture I could or should make in my texture pack.

    <img src="http://img710.imageshack.us/img710/9048/sgsrtg.jpg" border="0" class="linked-image" />
  • DelphicDelphic Join Date: 2006-11-02 Member: 58262Members
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    I'd love a 'clean' lab sort of set.
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    I guess I could make a mini set of textures for a laboratory environment since some people are asking for it. I would not go into a complete set myself as I don't have time and UWE will probably make one.

    But I understand that in a part of one's map there can be a need for that specific environment even in a refinery set. (even my map has a "lab" kinda room which is Sample Analysis.)


    First thing that comes in mind is a clean bright white 2x2 semi shiny tiles floor texture like we can see about everywhere. I have a scene of the last Batman movie the Dark knight, when he enters his underground lab for the first time in the movie, it is a very large room with that kinda tile as the floor and rocky walls.

    I'd like some ideas for laboratory textures !
  • Ich 666Ich 666 Join Date: 2010-03-07 Member: 70870Members
    What about making models out of these crates with different skins (your textures)?
    Would look much better
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    Well, they're not going to be crates. It's just to show the texture, like in the Viewer. They are wall panels, or sort of.
  • Ich 666Ich 666 Join Date: 2010-03-07 Member: 70870Members
    Those would look good to as models^^
    BTW: what are the dimensions in spark editor ? Like in Hammer 1 unit=1 Unit 3dsmax?
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    edited March 2010
    I think, 1 unit = 1 inch which isn't the same as hammer. The marine being 77 units would work out at 6.4 feet.

    Can't remember if that is right however that's how I've been working.

    EDIT: Quick check Hammer is 1 unit = 0.75". I think Spark is 1" = 1 unit.
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    Here's a take on a "cleaner" floor or wall tiles texture.

    <img src="http://img39.imageshack.us/img39/1937/mat34534g.jpg" border="0" class="linked-image" />
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    Textures are good but maybe your putting a bit too much effort into them, over thinking simple floor tiles by putting black indented squares and circles in things.
    We are never satisfied with our own work till someone else comes along and says that looks just fine, i think its just fine without the square in the middle.
    I think those would also look good if they where in the NS1 Blue Lab color scheme (anyumi)
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