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.
<!--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.
<!--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.
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" />
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.
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.
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)
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.
<!--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
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" />
<!--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.
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>?
<!--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.
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.
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)
Comments
<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.
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.
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" />
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.
<img src="http://i159.photobucket.com/albums/t127/willy-wilson/normals.png" border="0" class="linked-image" />
Looking forward to see the final result though !
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)
The engine only works with texture that are multiple of 2
Like, 128x512, 1024x1024, 256x1024, 512x512, etc.
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
<img src="http://i159.photobucket.com/albums/t127/willy-wilson/Capture-28.png" border="0" class="linked-image" />
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.
As for liquid textures, I intend to work on that as soon as we get info on animated flash textures and translucid maps.
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" />
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 !
Would look much better
BTW: what are the dimensions in spark editor ? Like in Hammer 1 unit=1 Unit 3dsmax?
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.
<img src="http://img39.imageshack.us/img39/1937/mat34534g.jpg" border="0" class="linked-image" />
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)