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Author Topic: Textures (For use in Generations maps)  (Read 28533 times)
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Tabun
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« on: 2003-02-21, 22:23 »

I had a post up on the old boards, showing off my textures available to you lot (especially the mappers ;]) and a link to paks in which I distribute em.
So here we go again ;]

the packs (list updated 2007-08-27):
http://www.tabun.nl/dl/tx_tabgen_1.zip
http://www.tabun.nl/dl/tx_tabgen_2.zip
http://www.tabun.nl/dl/tx_tabgen_3.zip
http://www.tabun.nl/dl/tx_tabgen_4.zip
http://www.tabun.nl/dl/tx_tabgen_5.zip


The latest of my textures is this demonface:

It's not in the pack, but you can use this jpg (which is high quality Slipgate - Wink) if you want it in your map. I might make a case badge / sticker version or something like that out of it (in a cleaner style) if any of you like that sortof thing.. just lemme know.

A few examples of what's in the pack:







It includes in full:
<ul>
<li> 3 doom doors, big (grey, brown, green)
<li> 4 doom fleshy/skin walls, blood/guts & satanic marks
<li> 4 doom teleporter pads, 3 red & shadered, 1 grey
<li> 8 doom monitors, 3 shadered fx (scrolling text, glowing map & radar)
<li> some doom UAC textures (non tiling)
<li> a quake2 shadered switch
<li> 6 quake2 crates
<li> a tileable quake2 grate texture, and:
<li> 3 small plus 3 large quake2 grate textures with strogg logos
<li> a trapezoid quake2 door, for ye olde style strogg hallways
<li> a strogg 512x512 wall logo (req. by hollowpoint)
<li> a slipgate teleporter exit, with shadered glow
<li> wolf door & attributes
<li> 8 doom computer-room textures (the black panels)
<li> 2 strogg 2-part doors (vertical split)
<li> a slipgate rune-panel (req. by reboot) (shadered)
<li> a strogg wall decoration (strogg eagle)
<li> and the original wolf brick textures, better blue version and 256x256.
</ul>


This thread will be used to show other in-house created textures that you may wish to use for Generations, so check back once in a while if you're interested ;]
Note: <span style='color:red'>Do not spam this topic please</span>.
If you have requests or comments, or specific questions about these or other textures, please PM them to me or, if appropriate, start a normal thread about it. Any links on depositories or texture collections that may be of interest - keep your posts neat & orderly, and no 1337-behaviour. Thank you.
« Last Edit: 2007-08-27, 15:30 by Tabun » Logged

Tabun ?Morituri Nolumus Mori?
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« Reply #1 on: 2003-02-23, 01:39 »

If you want pictures of these textures just goto http://www.planetquake.com/bighouse/textures.asp and hit view beside it

Doom Tech Texture Pack by Lunaran
http://dl.fileplanet.com/dl/dl.asp?bighous.../lun3dm3tex.zip

Quake 2 Tech Texture Pack by Lunaran
http://dl.fileplanet.com/dl/dl.asp?bighous...use/lunbase.zip

Evil 5 by HFX (reminds me of Quake1 Tech)
http://www.planetquake.com/dl/dl.asp?bigho...s_textures5.zip

Evil 7 by HFX (reminds me of Quake1 Gothic)
http://dl.fileplanet.com/dl/dl.asp?hfx/e7.zip
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« Reply #2 on: 2004-03-01, 06:25 »

http://www.planetunreal.com/undulation/textures_n.htm
« Last Edit: 2007-07-10, 14:10 by Tabun » Logged
Tabun
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« Reply #3 on: 2004-06-11, 00:32 »



Just a small pack, two quake 1 buttons, one shadered. Made for Kain-Xavier, but as always, use at will for Generations maps:
http://www.planetquake.com/tabun/dl/tx_tabgen_3.zip
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Tabun ?Morituri Nolumus Mori?
Tabun
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« Reply #4 on: 2005-03-07, 14:54 »

It just came to my attention that a VERY important texture link is not in here yet:

http://www.evillair.net/textures/eq2.htm Evil Lair's ode to Q2.

I will also shortly be posting images and packs of my new Q2 textures (Tokay's Towers soon, Lava Tomb textures later).
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Tabun ?Morituri Nolumus Mori?
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« Reply #5 on: 2005-07-17, 06:24 »

I found scads of free textures here:  http://www.grsites.com/textures/
Some I've perused repeat very nicely, but I leave it up to the mappers/artists to decide if any are useful or good.  I've already checked the sound area of the page, the sounds are all lowbit and useless so don't bother.
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« Reply #6 on: 2006-07-29, 19:18 »

http://www.quakeexpo.com/booth.php?id=6
Thoughts?
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Tabun
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« Reply #7 on: 2007-08-27, 15:29 »

New batches of textures:

1. Somewhat older now, but it wasn't in here yet: a batch of Q2DM2 textures (made fore ReBoOt's Tokay's Towers remake).
http://www.tabun.nl/dl/tx_tabgen_4.zip

examples:



2. Just completed: a batch of Quake 2 textures made for my own Strogg Palace map.
http://www.tabun.nl/dl/tx_tabgen_5.zip
Included are Quake II "palmet" remakes, "dfloor" stone tiles with carpet, decorative "drag" tiles and some doors.

examples:

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Tabun ?Morituri Nolumus Mori?
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« Reply #8 on: 2007-08-27, 16:14 »

You ever think of doing a full Quake 2 texture set and releasing it as a texture pack eventually?  I think we'd see some more Stroggish levels from map authors if that were to come to pass.  Slipgate - Love
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Tabun
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« Reply #9 on: 2007-08-27, 16:32 »

Well, I will be doing some textures here and there, and I'm releasing whatever I make here and on my site in the hopes that good mappers will pick up on it. Quake 2 textures (or at least, good ones) are hard to find, so if anyone who's looking for them runs into some other than Lunaran and evil_lair's packs, they should be happy to run into these. I fear that the Q3A mapping community is close to flatlining, though, so I don't expect people to use them.

Once I've got a big enough set I'll see about getting them hosted on big Quake sites, maybe that'll improve the chances of people finding out about them and start mapping again.. ;]

I won't, however, do a full Quake 2 retexture project, that would be too insanely huge for me to tackle alone. Nor will I do strict remakes that will match all the originals perfectly -- it will always be in the spirit of Generations: freely executed nostalgia, enough to remind and reminisce. Slipgate - Smile
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Tabun ?Morituri Nolumus Mori?
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« Reply #10 on: 2007-09-27, 16:09 »

Tip for handling alphaFunc textures (textures that have hard transparent cutaways).  Sometimes these like to "vanish" at long range, especially thin lines like chainlink fence, grates, etc.  This vanishing problem can be fixed by adding the following general keywords to the shader:

nopicmip
nomipmaps

Mipmapping is usually the culprit for vanishing textures when you're using alphaFunc on a texture.  By setting nomipmaps you're telling the engine not to invoke mipmapping on the texture.  This can cause some aliasing (shimmering or moire) but aliasing is usually preferred to your texture vanishing completely.  Mipmapping is controlled by texture filtering - either bilinear or trilinear.  Trilinear gives superior mip controls to bilinear.  Anisotropic filtering also affects mipmapping to reduce the blurriness at the cost of performance.  Anisotropic filtering is enabled/disabled in the video driver.  If you want to see how Q3 does mipmapping, set r_colormiplevels to 1 and do a vid_restart.  This will colorize mip mapping on the level.

Picmip is controlled by r_picmip.  This causes a degredation in texture quality in favor of some memory savings.  Picmipping tends to blur textures, and can cause certain kinds of textures to look bad, like HUD icons, letters, numbers, and anything you need to read.  All fonts and hud icons use a nopicmip general keyword in the shader.  Players tend to use various r_picmip values, ranging from 0 (for detail freaks like myself) to 5 (for guys who like to make Q3A look like Quakeworld).  Testing your map with different r_picmip settings is usually a good idea.  r_picmip's default value in Q3 is "1".
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