Some Mapping Resources

Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
edited April 2004 in Mapping Forum
<div class="IPBDescription">infested textures 'n stuff</div> I never release any maps because I never finish them and I'm too picky most of the time.

However, I do make a bunch of stuff that is complete enough to release.

<a href='http://hem.bredband.net/congal/temp/craptastic.zip' target='_blank'>craptastic.zip</a>

Mostly infested textures and textures intended to be used in moderation as additive overlays for coloured lights(use small texture scales).

A pair of sprites that work nicely with env_particles_custom and a small sprite scale(they are intended to look ~1-4 units big in game) to create a slow "snow" of alien looking bacteria thingies... Fall speed ~2-3 units/s and 100-ish of them in a well infested quite dark room can look quite nice.

There's no examples included and there's 3 models included, 1 was intended as an additive blue light and the other as handle bars for a 256x256 unit bridge, if you want to use it you'll have to figure out it's dimensions and use clip (and null)brushes to provide player (and bullet) collision. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->.

edit: I accidentally included a different model, included the right one so now there's three.

Comments

  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    I think I'm kinda lazy... screens?
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    Yeah I'm lazy too, hence the lack of screens. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    <a href='http://hem.bredband.net/congal/temp/craptastic_screen1.jpg' target='_blank'>screen 1</a>
    (weird squares on some textures are a result of VHE's filtering for things that have a largest dimension not evenly divisible with 64 and it does not look like that in the game )

    <a href='http://hem.bredband.net/congal/temp/craptastic_screen2.jpg' target='_blank'>screen 2</a>

    <a href='http://hem.bredband.net/congal/temp/craptastic_screen3.jpg' target='_blank'>screen 3</a>

    Since those "flakes" have a high resolution and small scale they twinkle in the distance.
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-Soylent green+Apr 7 2004, 09:20 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Soylent green @ Apr 7 2004, 09:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> (weird squares on some textures are a result of VHE's filtering for things that have a largest dimension not evenly divisible with 64 and it does not look like that in the game ) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Well, you might want to change that since all textures with the wrong size will appear "blurred" in-game.
  • WurmspawnWurmspawn Join Date: 2002-01-24 Member: 19Members
    i like the transitional stages you've got for the pan_series and the lights are creative. Your trims may be a bit too clean. nifty lights though.
    and 240^2 or 160^2 may not be ideal texture sizes...although they are funky looking lights.
  • HazzardHazzard Join Date: 2004-02-11 Member: 26396Members
    I realy liked screen 2

    how do you make those ny textures get weared!?
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Well, you might want to change that since all textures with the wrong size will appear "blurred" in-game. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Well I'll just make them 256x256 and use a black border some time.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->how do you make those ny textures get weared!? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Wha? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
  • MantridMantrid Lockpick Join Date: 2003-12-07 Member: 24109Members
    I think he's wondering how you added the infestation part to the normal textures.
  • NzNexusNzNexus Join Date: 2004-02-16 Member: 26605Banned
    gj! but on the last pic it likes like a real hell. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    edited April 2004
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I think he's wondering how you added the infestation part to the normal textures. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Overlays and layer masks and a bit of drawing on the layer masks with a rather translucent white or black brush with a soft edge.
  • KalessinKalessin Join Date: 2003-06-20 Member: 17554Members, Constellation
    I love the infest textures in screen 2, good job. Downloading right away <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • Tribal-BobTribal-Bob Join Date: 2003-12-21 Member: 24600Members
    It's actually quite easy to add infestation to any texture... just open the tedxture you want, then open one of the {alien textures (ones with the black or blue background) select all the black/blue on it, invert the selection (if you're using photoshop) then copy n paste, and blur the edges just a bit (small brush, maybe... 35% pressure) then flatten your lairs.
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    Or you can go find the original infestation overlays that are part translucent instead of solid an chunky and spend quite alot of time making the infestation look like it is attached to the surface and grows best in the dark corners and cracks...
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    Can someone link me some info on what causes(supposedly) texture bluring with sizes such as 240x240?
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    Ooh, don't know exactly, but it involves something like the graphic card reducing the resolution to the next lowest power of 2 (in this case 128) before perfoming other operations on it. There's actually a console command to prevent this from happening, but very few people use it, so you can't count on it.
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->There's actually a console command to prevent this from happening, but very few people use it, so you can't count on it. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    I'd like to know what command that is since there are quite a lot of textures that are 192 or 160 at least in one dimension.

    Updated the wad with some more infested textures and stuff, increased resolution of the 240x240 to 256x256.
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    From <a href='http://www.slackiller.com/tommy14/tex-dimensions.htm' target='_blank'>Tommy's mapping tutorials:</a>

    <!--QuoteBegin-Tommy+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tommy)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If you have a between size (base 16 size), for example 48x96, then the engine resamples at 32x64, aliases and resizes to use. This results in a loss of texture quality, and maybe crosshatching. So while other sizes are legal, "the powers of 2" are the <b>best</b> to use.

    <i>(NOTE: With <b>gl_round_down 0</b> somewhere in your autoexec.cfg, config.cfg or similar, the engine rounds up sometimes. Nearest-neighbour sampling, so kind of lumpy, but much better than the blurry textures. However, the engine is still resampling, which it does NOT do with "the powers of 2" sized textures! Furthermore, not everyone who plays your map will have that setting, or even open gl..)</i><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
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