Some Mapping Resources
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Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
<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.
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
<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.
Well, you might want to change that since all textures with the wrong size will appear "blurred" in-game.
and 240^2 or 160^2 may not be ideal texture sizes...although they are funky looking lights.
how do you make those ny textures get weared!?
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-->
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.
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.
<!--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-->