Suggestion for textures

realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
<div class="IPBDescription">Probably pretty obvious...</div>This is probably quite obvious to the artists out there, but I just thought that I'd point out that the use of a texture with lots of fine or thin lines in it (usually contrasted with far thicker ones on the same texture) can make certain areas in levels look many times more detailed then if another texture was used.

There is plenty of great ones in the current texture set, but just in case there is further edits to the NS.wad, a few more textures with fine lines would be a great addition. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

Comments

  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    <span style='color:red'><b>***POST DELETED***

    Tycho, you're beginning to bug me.</b></span>

    edit by tycho: was that....god?
    edit by tycho again: i found the edit key  <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    I understand what Ken is saying.  I'm all for using textures to create a greater sense of detail.

    There is one thing to keep in mind about the textures you're describing though.  Very fine lines or closely spaced repeating patterns will drop out from distance mip mapping.  This can turn a texture with a lot of fine detail (like a grate texture, for example) into a flat, muddy grey.  Unfortunately, there isn't much anyone can do about this, but it is something to keep in the back of your head while texturing long areas.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Good point, Relic. They do work wonders in small enclosed areas though. I really like what Killtoy did with that red hallway in his map post. I think it's all the fine lines that make it look so nice.

    Then again, it could be the use of the "real" textures that are made from actual photos... I notice a lot of that in your map, and I get the same sense of detail I did from Kiltoy's hallway when I see them... I can just never seem to get them down right, and they usually look so unatural placed next to the hand drawn textures I use so much.

    (BTW, I don't even want to know what Tycho's reply was... I can't imagine how this post could have produced a offensive response...)
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    It wasn't that bad, just very sarcastic.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    sorry. i was just trying to show everyone in my own slightly retarded, sarcastic way that you should read you post before hitting the add reply button. in this case, ken, you would read it and realize you said "using detailed textures makes parts look detailed". At this point you would rewrite it. just a friendly tip from the resident spam/flamer.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Lol! <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->

    Actually, the point I was trying to get across was the presence of thin lines in textures really helps places look more detailed...

    I see what you mean though. hehe <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->



    <!--EDIT|ken20banks|April 03 2002,00:15-->
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