Texture requests
DarkNemisis
Join Date: 2002-04-28 Member: 535Members
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<img src="http://pages.ivillage.com/12av//sitebuildercontent/sitebuilderpictures/texture.jpg" border="0">
is this the kind of stuff u need?
1. That won't repeat well. That's great for detail, but you'll need a few other textures to place around it so that it all blends together.
2. Textures in half-life are best created with sizes that are factors of 2. Meaning 2, 4, 8, 16, 32, 64, 128, and 256 in width and height.
3. The fact that it won't repeat well, and will require textures to go around it will mean increased texture memory usage, and there is a limit of 4MB. That right there is nearly 200K. Add the surrounding textures, and you could have nearly half a MB or even an entire MB right there.
However...
The quality of that texture is just jaw dropping (at least to me, a non-mapper and non-texture artist). You'll probably get a lot of requests now, and I'd definitely go with them.
Also, if you are looking for the type of textures NS uses, get the NSTR2 from the <a href="http://www.natural-selection.org/downloads.html" target="_blank">downloads</a> and look at the wad file that comes with it in WC. Keep up the good work!
The rest looks great, but I'm not sure it totally fits in with the rest of the textures. Most of the textures have a more hi-tech feel to them (while still keeping a sense of believeability behind them). I guess that is really up to the individual mapper, and how he wants his level to look though. This might fit in perfectly with what someone is aiming for.
For reference, you shouldn't even consider doing any more stuff until you've read <a href="http://www.natural-selection.org/MappingGuidelines.htm" target="_blank">this</a> for a total understanding of how NS is supposed to look and feel... as well as download the NSTR2 off the main site, and have a look at the existing texture wad.
That should get you set on what, exactly, you should aim for. That, and what others request, I guess.
Overall, I think the texture looks good (although a bit too crammed with stuff), but (I feel at least) it doesn't fit in with the rest of the textures very well.
But yeah, definitely go for it! Looking forward to seeing what you come up with.
However, if it looks like you might see it in a movie, it's probably a good texture. NS is all about a movie-like experience.
<img src="http://pages.ivillage.com/12av//sitebuildercontent/sitebuilderpictures/pipe.jpg" border="0">
can u guys make it so i can upload my pics to ur site, cuz im runnin out of room on mine <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->
Here are some of the things I look for in a texture: metals and synthetics, no wood or concrete. It can look polished and new, or aged and worn, but no rust. No battle damage, the game renders that as it happens. Efficency.
Great to have you on the boards, and welcome to the NS community.
<img src="http://www.tourofdutymod.com/upload/darknemisis/metal.jpg" border="0">
One piece of advice (academic, really) on the first shot, about the blood spatters. I know, no blood in NS, but this goes for anything hitting a wall, be it a tomato, shaving-cream-filled balloon, or a marine's head. Even though it's a vertical surface, anything hitting the wall with any speed is going to splatter perfectly radially - not wavy lines, and not influenced by gravity. Throw a water balloon against the ground or a wall and you'll see.
Only *after* the initial impact will gravity take hold... so blood/water/slime/whatever would drip down in a straight line.
I really like the style on the others... don't write off the scratched-off paint! Try doing it with a cement-like surface, like in a bunker or something.
you should really check with discreet (makers of 3dsmax) whether it's ok to use their textures...cause that's a texture from 3dsmax...
I don't mean to come across as cynical..but I have had work stolen off me before and I know how it feels...you cant do that...