New Custom Textures For Maps To Get Oficial.

OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
edited March 2003 in Mapping Forum
<div class="IPBDescription">What are the rules/wishes? "atmosphere"</div> Seeing the same textures in all maps is kind of boring.
Designing a completely different texture enviromment (e.g. an modern/ancient egypt Stargate like environment) most times kills the "overall atmosphere" and "game world consistency".
Finding a mid-way is dificult.
<b>Would you like to enlarge the "oficial game world" by more texture themes or lets better keep it small and special?
Got any suggestions for texture Themes?</b>

One way to find new Textures without enlarging the "game world" is importing Textures from Games were NS already has its ideas (and design) from.
Getting Textures from Starcraft, Alien Games and matching Scify games.
<b>Would you like or dislike a texture with the strange feeling "I have seen this somewere before..." ?
How are the copyright rules in case of Texture exporting and converting from Games?</b>

Comments

  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    If the textures fit the map theme, they work.
    If you were making a map set on a space station, you wouldn't use gravel and stone.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Ollj+Mar 5 2003, 01:25 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Mar 5 2003, 01:25 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How are the copyright rules in case of Texture exporting and converting from Games?[/b] <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Take the NS policy and multiply it by about 10. And include lawyers and litigation and court settlements and whatnot.

    If you think there aren't new texture sets in development for future versions of NS, well...
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    Does "opensource" mean "textures for free"?
  • NecromanZerNecromanZer Join Date: 2002-11-01 Member: 3407Members
    I don't know if i'm the only one annoyed with the constant dev's hinting at 1.1 being a godsend and instead of answering our prayers, saying "it will be better soon"

    i can't really design my new map till i know how lerks and jetpacks will work in 1.1..
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    i think there are 2 kinds of maps that can be done for NS. the one that aim to be officials and the ones who dont. The ones wanting to be official (in the future) should stay pretty close to the mapping guidelines and should use the textures the dev team wants to be used. The other type of maps, dont need to use exactly the NS textures if you dont want. Of course you can settle an NS map in an egypcian style thingy, or a city (kunda like the Aliens comic -> Aliens: war in Earth) or even in the wild west!!!. Of course they will never get official, but if theyre funny they can even be played in alot of servers. Now, before starting a map you should decide in which group you are going to enter with it.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    if u got the avp2 dev kit, then u can rip tex from it, but <b>HAVE TO SAY THAT YOU ARE USEING RIPED TEX</b> from it, and any other games, sc_max, that i made from the max payne tex set off pc gamer uk, has a dice mod easter egg with credits going to max payne, and there makers
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
    Any map using textures that were created for a retail game will NEVER be official. Any map using textures that have been widely overused in many other mods will probably not be official. We want NS to maintain a unique and distinct visual look, and this will not happen if it gets watered down with textures from other games.

    While only using the NS wad textures is not a requirement for an official map, it is highly recommended. I understand that no matter how many textures I create for the NS wad, there will still be the need for custom textures, since I don't have the time or the imagination to create and predict every texture that a mapper could possibly need. However, to date there have been very few custom textures created that fit the look and feel of the current NS textures, although there have been a bunch of successful modifications of the official textures.

    So, we do support the creation of custom textures, and, speaking for myself, I'd love to see some creative new maps which perhaps depart from the standard spaceship map (while still adherring to the mapping guidelines, of course). But, if you are going to create custom textures, spend a good amount of time really studying the NS .wad textures, to figure out what needs to be done to match the style and feel of the current textures. Even try putting some textures from other games side by side with the NS ones to compare what qualities, if any, each has that make them visually distinct from one another.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited March 2003
    Thanks Squeal. Ill now take a close look at that ns_wad again...

    Now tell me <b>what texture of this does not fit in the NS environment</b> and why:
    (And what should be changed to fit.)
    <a href='http://www.df5jz.de/Ollj/highq.bmp' target='_blank'>Same in Bmp quality without letters (each texture itself has 256color) </a>
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    Those are some great textures! They would all fit the "NS theme" when applied correctly...
    Any chance of a download?
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    I searched LOTS of Texture sources (most are public and free) for NS-compartibles.
    Im still converting, optimizing and sorting stuff.
    Converting semi transparent TGA pictures into "blue=transparent" Wads is hell.
    Making it unique and fit more into NS needs more work.
    My "textures" folder just reached 100mb, 30 mb of that (3/4 of all textures) is wad format.
    To compare: the ns.wad is 20mb.
    What you see are the best representing textures of it.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    I can't say I'm a fan of the HFX/Evil texture sets... They're great as intended in Q3 or newer engines, but for some reason they always look pretty poor in HL's renderer. :-\
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
    I agree with KFS about the HFX / Evil textures. They look nice, and work well in Q3, but a lot of them don't seem to fit NS as well, stylistically.

    As far as which of these textures you posted would or would not work specifically, I can give you my opinion about a few of them:

    Row 4, #1 and 2 : These are far too "Aliens" and Gigerish to ever be used in NS. In fact, they look like they may just be scans of some of H.R. Giger's paintings that have been tiled and turned into textures.

    R5, #3 and 5 : These textures are just far too flat and boring. They lack detail, contrast, and a sense of 3 dimensionality.

    R1 : It's hard to say if any of these would or would not work with NS, as some of them are very abstract. I can't think of any places they'd fit, but maybe a mapper with more imagination then I have could put them to use. I don't like the last one, though.

    R2, #3 and 4 : Look like pretty good rock textures, for any small outdoor areas a mapper might make in NS.

    Some of these, like R4 #5 and R5 # 5 and R6 # 2 are just too jumbled with little details to work very well in most places in an NS map. They are also kind of flat and 2D.

    The ones I think have the most potential to fit in NS are R2 #1, R3 # 2,3,4,5, R4 #2,3,4, R5# 1, 4 . But, even these need to have the contrast pumped up quite a bit to fit in with the current NS textures. If you look at the NS .wad the textures in it all have a lot of contrast. The shadows and dark parts are very dark, and there are very bright highlights. Also, they have been sharpened, so a lot of textures look blurry when placed next to the NS ones.

    Hope this helps some.
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    I don't think the NS team is gonna have their game sold on a shelf.

    So whats the problem with having textures from another game?
    None.

    And if the NS DOES eventually get sold, well the mapper could simply change the textures. No problem at all.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    That doesn't mean the team can't get in trouble for having ripped textures in NS, commercial or not. id, for example, won't even let <b>individuals</b> use <i>modified</i> versions of Q3 textures, let alone actual mod teams. Most other developers have similar policy, though not quite as strict. I'm aware of Max Payne as one game where this is not actually the case - and I doubt that textures of modern New York City will do much good in NS. I guarantee you Fox would be looking for blood if AvP2 textures cropped up in NS, especially after the AvP2 expansion pack incident.

    Besides, when a team is perfectly capable of producing their own high-quality textures, is it really unreasonable that they decide to not want textures ripped from retail games included? Hell, Squeal here is a professional, and if I must say so myself, a better texture artist than most I've seen for other commercial games.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    I use not a single texture of AVP2 for 2 simple reasons.
    - I neither have noor like it (avp1 is better).
    - AVP1 textures patch more into the HL engine than avp2 textures (because of the game engines age).
    So what about avp1?

    And what about this:
    I changed 2 textures of Voyager Elite Force (q3 engine) into one bump map (left picture) and used it on NS Investation (right pic) in 3 "ammounts".
    The transfered data is reduced to one edited greyscale layer.
    Wich version is the best, and what abut this way of editing?
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