Natural-selection:source

douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
edited January 2005 in Mapping Forum
<div class="IPBDescription">texture remake project</div> this thread is for the remake of all the ns textures onto the source engine. or all the textures we need to remake anyways.

i have set up a gmail database for everyone to upload their textures to, and for anyone to download textures from.

just send your finished sourcified textures to <b>nsstexture-at-gmail-dot-com</b>.

if you wish to download textures that have already been uploaded, you can sign into the account and download them. the password is <b>nssource</b>

before you start making textures i advise you to check to see which ones are already done and post here telling me which you are doing, and not to just resize the old textures but start them over from scratch so they look nicer.

if you wish to ask questions, show what youve done, or anything pertaining to this, make a post here and someone is sure to help.


ive attached a txt file with all the texture names and the people i know of who have stated they are working on specific textures.
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Comments

  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    Suggestion: Pick a single texture set and work with that first, then go on to the next. Remaking ALL of the NS textures will be a massive undertaking, and it could take a while. It would be better to start with, say, the wall_lab set and get everything done in that, and then move on to yellgray or whatever. Do whatever sets you like, but one set at a time would save on confusion and unfinished business down the line.

    Also, listing the textures in the set you're working on and letting people claim them in groups of five or so might be good, so you avoid both overlapping work, and people trying to take on too much at once.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    I would further go on to suggest that a person picks a set. Supernorn is already working on wall_lab, maybe someone can do the nos_ textures and someone else can pick another set or group of textures.
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    I believe many of the nos_textures come from image sources, so it may be possible to go back to the originaly sources and just resize. I recognize some of them from screenshots of alien.
  • phunktionphunktion Join Date: 2003-11-14 Member: 22883Members, NS1 Playtester, Reinforced - Shadow, WC 2013 - Silver
    what about normal and specular maps?
    should/can w try to create those also?

    some ns texture would benifit form modeling them in 3d program and generating a normal map from that. so theywould respond respond to light more acurately and we wouldnt have to a paint much shading in the base material
  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
    the more effects the sexier

    Guys, if you realy manege to do this, and do it good,i and lots of other smelly people will love you
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    phunk,

    I have been trying to do this in XSI and have not been able to generate the normal maps, but the modles are there, i you know how to do this i would appriciate some support.

    Also, a Nividia PS plugin for generating normal maps has been used, it works well for things that are basically flat, however not so well for things such as rock walls.


    On another note, remeber that Infestation will be made using displacements in source (just if anyone was wondeirng), so just a basic normal map will work. In addition, whenever someone gets around to infestation, set the material type to "alienflesh" (maybe its "alien_flesh" i dont remember) the effect is cool!
  • phunktionphunktion Join Date: 2003-11-14 Member: 22883Members, NS1 Playtester, Reinforced - Shadow, WC 2013 - Silver
    i havent actually done this myself yet..but i saw a demo video where they modeled a rock wall generated a normal map and then previewed it in the source engine.

    i'll look into tho
  • MidoMido Join Date: 2004-04-05 Member: 27742Members
    Let's reframe from not posting textures shall we?
    I dont run the thread but whats the point in a texture remake project if people arent posting textures.
    XD I can understand if your trying to get sources though...
    Wow I'm a hipocryte.
  • aonomusaonomus Dedicated NS Mastermind (no need for school) Join Date: 2003-11-26 Member: 23605Members, Constellation
    Mido: if you bothered to read the first post... he set up a gmail account to upload/download textures from. They aren't posting here cause the source textures take craploads of files.
  • N_RecoupN_Recoup Join Date: 2005-01-17 Member: 36126Members
    The best conversion I've seen thus far is this.

    <img src='http://img142.exs.cx/img142/4818/labshoot5kd.jpg' border='0' alt='user posted image' />
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    recoup, thats the only finished conversion i know of.

    and before you send the textures in, it would be nice if you posted a picture of what it is first. just to get some feedback and make sure it looks good.
  • N_RecoupN_Recoup Join Date: 2005-01-17 Member: 36126Members
    I swear there is more. That one plate on the ground is one finished one. Its been redone from scratch and such.
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    its the only one in the database
  • N_RecoupN_Recoup Join Date: 2005-01-17 Member: 36126Members
    Then those other guys should update.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    If we could actually aim for one texture set at a time, like KFDM said, maybe we could roll out maps one by one. First one would be hera by the looks of this.
  • MidoMido Join Date: 2004-04-05 Member: 27742Members
    <!--QuoteBegin-aonomus+Jan 17 2005, 05:08 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (aonomus @ Jan 17 2005, 05:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Mido: if you bothered to read the first post... he set up a gmail account to upload/download textures from. They aren't posting here cause the source textures take craploads of files. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I'm too cool to read first posts
    X_x
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    edited January 2005
    <!--QuoteBegin-KungFuDiscoMonkey+Jan 16 2005, 11:32 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuDiscoMonkey @ Jan 16 2005, 11:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I would further go on to suggest that a person picks a set.  Supernorn is already working on wall_lab, maybe someone can do the nos_ textures and someone else can pick another set or group of textures. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I guess it just depends on how many converted textures a single person can crank out at a time. I've seen too many projects fall apart waiting on person X to finish their piece. If that piece happens to be a whole texture set, well, that's just no good. That's why I suggested people taking a handful of textures from the same texture set and converting until that one is finished, then moving on to the next.

    Edit: Good point, you might want to change the password and only give it out via PM to the members involved.
    \/\/\/\/\/\/\/\/\/\/\/
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    johndoe i recommend every once in a while you get into that account and save all the textures on your computer or something because some evil little bugger might get into that account and delete everything
  • N_RecoupN_Recoup Join Date: 2005-01-17 Member: 36126Members
    He's right. You can never be too careful.

    Anyhow, I opt for Hera becoming the map of remake...

    That, or Eclipse...
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-Chrono+Jan 17 2005, 09:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Chrono @ Jan 17 2005, 09:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> johndoe i recommend every once in a while you get into that account and save all the textures on your computer or something because some evil little bugger might get into that account and delete everything <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    way ahead of you. i have everything saved into a neat little file on my desktop, organized by who has sent in what. i plan on checking the email at least once a day. i think it would be better to leave the password available in case someone decides to get a head start and try mapping a ns source map (like me) but no worries if some moron deletes them, i have them saved and will reupload them if need be. also if it becomes a major problem ill change the password and only give it out pm.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    The reason I suggest someone take an entire set, is so that the set is consistant. If 10 people work on wall_lab, each texture could have little things that are different which make the set less coherent. If one person works on a set, chances are that the textures will go together more coherently.
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    KFDM speaks words of wisdom
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    A tip for those working on wall_lab: Only a few of those textures are actually originals. Most of the others are various manglings of a few base textures. This means that it's only nescessary to recreate a few textures from scratch. Before you go to make a texture, look and see if it can be made by mangling ones that have already converted. That way you should save yourselves a bit of work.
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    Please refer to <a href='http://www.unknownworlds.com/forums/index.php?showtopic=86537&st=0&#entry1352653' target='_blank'>this thread</a> for all textures created by me.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    Is there a reason you aren't just using an FTP account? You could upload/download the textures. You could make it so you read/write but not delete so you'd have all old versions too if needed. (New folder per upload if necessary.)

    Why use a gmail account?
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    <!--QuoteBegin-Ahnteis+Jan 18 2005, 09:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ahnteis @ Jan 18 2005, 09:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Why use a gmail account? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Three words: Free, no setup. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    <!--QuoteBegin-BobTheJanitor+Jan 19 2005, 03:42 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BobTheJanitor @ Jan 19 2005, 03:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Ahnteis+Jan 18 2005, 09:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ahnteis @ Jan 18 2005, 09:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Why use a gmail account? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Three words: Free, no setup. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    If you decide you're tired of gmail, let me know. I have a server I could do some "testing" on here at work.
  • ReebdoogReebdoog Join Date: 2003-09-20 Member: 21035Members
    edited January 2005
    Just a quick one i put together. All shadows are bump mapped / normal mapped whatever.
    <img src='http://www.enigmaticstudios.com/ns/floor1a.jpg' border='0' alt='user posted image' />
    <img src='http://www.enigmaticstudios.com/ns/floor1.jpg' border='0' alt='user posted image' />

    <span style='font-size:8pt;line-height:100%'>edit: Damn, looks so much better in game</span>
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
  • TrakenTraken Join Date: 2004-11-14 Member: 32797Members
    GMail is being a **** today...I WANNA CHECK MY E-MAIL!

    Anyways..texture looks totally kickass..wish I could do that.. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
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