More community textures!

RemedyRemedy Join Date: 2011-06-16 Member: 104735Members, NS2 Playtester, NS2 Map Tester
Hey guys I'm just putting a up thread for people to request more textures in Spark editor.

There are more than enough props and more to come in the editor at this point, but as for textures there aren't many at all.
As for variety in textures to work with there aren't many; as well as very few transparent textures and no animated textures.
Of course there are still concept textures planned for UWE to produce, but these will most likely be released as the official maps
themselves take form.

Spark is young and compared to other editors that are used for more than a hand full of different games the custom made community content is rather small at this point.
So I'm hoping to get the ball rolling even in the beta with you guys the community!

If anyone is willing to contribute some time to making textures and sees a request they think they can make please consider. Maybe UWE will notice some specific requests that they'd like to see in the game and will generously give up the time to make some themselves.

So if anyone has any textures, decals or animated textures they'd like to see made please post a mock up sketch with a general description of it.

Let's put a spark in Spark?

Comments

  • INKEDOUTINKEDOUT Join Date: 2007-06-23 Member: 61343Members
    Yes, good plan Remedy! We need this to be big like the post your screen shots thread.

    I personally really want to see some classic 70's sci-fi white textures, like this:
    <a href="http://cdn.hometheaterforum.com/2/21/21459db8_Alien1979c.JPG" target="_blank">http://cdn.hometheaterforum.com/2/21/21459db8_Alien1979c.JPG</a> or just plain white textures that can easily be used over large areas or mixed with the current white tiles.

    But the texture I want the most is the ones seen in the cargo bay in Aliens especially the red and white warning lines around the door. A white door prop would be cool, if anyone can be bothered to make it, or re-skin the current doors: <a href="http://aliensarchive.tripod.com/aliens/miniatures/sulacobay.html" target="_blank">http://aliensarchive.tripod.com/aliens/min.../sulacobay.html</a>

    I plan to make some textures eventually, especially since I need a star filled space sky box. But I don't have an image editing program on my new PC, so that will have to wait.

    Here are some other inspirational images to help people out with the white texture:

    <a href="http://3.bp.blogspot.com/_n0rtfXKRf_I/S8tz3QUoF8I/AAAAAAAAAX8/cAIgT3LTj94/s1600/GD2830966@Title-2001-A-SPACE-OD_1-6751.jpg" target="_blank">http://3.bp.blogspot.com/_n0rtfXKRf_I/S8tz...E-OD_1-6751.jpg</a>

    <a href="http://s3images.coroflot.com/user_files/individual_files/262083_VZF6VMk87l9RtOYTCUOrgVMFt.jpg" target="_blank">http://s3images.coroflot.com/user_files/in...YTCUOrgVMFt.jpg</a>

    <a href="http://26.media.tumblr.com/tumblr_lkzjat9fC51qz8f46o1_500.png" target="_blank">http://26.media.tumblr.com/tumblr_lkzjat9fC51qz8f46o1_500.png ://http://26.media.tumblr.com/tumblr_l...8f46o1_500.png </a>
    <a href="http://zouchmagazine.com/wp-content/uploads/2010/09/alien-1979.jpg" target="_blank">http://zouchmagazine.com/wp-content/upload.../alien-1979.jpg</a> (in the background)

    <a href="http://filmfanatic.org/reviews/wp-content/uploads/2007/03/Set2.JPG" target="_blank">http://filmfanatic.org/reviews/wp-content/...007/03/Set2.JPG</a>
  • DarkOmenDarkOmen Join Date: 2002-11-05 Member: 7148Members
    <img src="http://www.digitalsmicroscope.com/wp-content/uploads/2011/09/Digital.jpg" border="0" class="linked-image" />
    I'm trying to build a room with a very high-tech computer system in it's center, and I could use a repeating texture similar to this, with neon circuitry on a translucent, dark glass.

    <img src="http://www.plxsport.com/images/holz-vent-grill-polaris-rzr.jpg" border="0" class="linked-image" />
    I could really use something like this in 256x256 inch in-game with some sort of thin metal trim around the borders.

    <img src="http://upload.wikimedia.org/wikipedia/commons/d/d8/Perforated-ventilation-tile.jpg" border="0" class="linked-image" />
    Perforation overlay over an existing metal tile in the game.

    <img src="http://www.air-duct.org/wp-content/uploads/2011/06/Ventilation-Duct-Work.jpg" border="0" class="linked-image" />
    I'm also looking for a better texture to dress up ventilation ducts.

    Big thank-you to anyone who can help me out! I have a map that's nearing about 50% done.
  • konatakonata Join Date: 2011-08-24 Member: 118296Members
    Making 2D textures is a really high skill now a days. So much more involved. You may want to contact people on viewing things like Mapcore and ModDB to see if they can help. People put portfolios on there and do free/paid work.
  • zexzex Join Date: 2009-10-07 Member: 68978Members
    It isn't rocket science, you just need a recent version of photoshop, normal map plugin, and a good grasp of layer groups and masks.
  • konatakonata Join Date: 2011-08-24 Member: 118296Members
    Are you offering zex?
  • zexzex Join Date: 2009-10-07 Member: 68978Members
    I was actually kind of contemplating making a texture pack

    once my workstation gets a new harddrive
  • Electr0Electr0 Join Date: 2011-10-31 Member: 130337Members
    More general and themed textures are a must, the game is quite limiting at the moment if you want anything other than a dark industrial or rocky map, im looking forward to seeing some lighter cleaner more colourful looking maps, i've already gotten a bit tried of the current style, it's too dark, dirty and cluttered for my liking.
  • fmponefmpone Join Date: 2011-07-05 Member: 108086Members, Squad Five Blue
    It takes talent and time. The community may be too small to muster them both yet.
  • konatakonata Join Date: 2011-08-24 Member: 118296Members
    I look forward to it zex.

    And Electr0 it is more than possible to make a brighter themed lab level if you utilise the textures to maximum potential and beyond.
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    <!--quoteo(post=1887792:date=Dec 1 2011, 05:43 AM:name=konata)--><div class='quotetop'>QUOTE (konata @ Dec 1 2011, 05:43 AM) <a href="index.php?act=findpost&pid=1887792"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->it is more than possible to make a brighter themed lab level if you utilise the textures to maximum potential and beyond.<!--QuoteEnd--></div><!--QuoteEEnd-->


    You would need to build or re-skin some props too but you may be able to blend with lighting techniques, Seems most props are targeted towards dark and damaged at the moment. I made a few textures for a side project but they won't release until I release the level. But if I don't use some of them I will link them up for everyone.
  • Mr MoeMr Moe Join Date: 2009-12-17 Member: 69696Members
    <!--quoteo(post=1887787:date=Dec 1 2011, 01:58 PM:name=Electr0)--><div class='quotetop'>QUOTE (Electr0 @ Dec 1 2011, 01:58 PM) <a href="index.php?act=findpost&pid=1887787"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->More general and themed textures are a must, the game is quite limiting at the moment if you want anything other than a dark industrial or rocky map, im looking forward to seeing some lighter cleaner more colourful looking maps, i've already gotten a bit tried of the current style, it's too dark, dirty and cluttered for my liking.<!--QuoteEnd--></div><!--QuoteEEnd-->

    <b>+1</b>
  • RemedyRemedy Join Date: 2011-06-16 Member: 104735Members, NS2 Playtester, NS2 Map Tester
    edited December 2011
    @ zex

    Great! It sounds like you have a decent understanding on how to make textures, perhaps we can gather up some textures that you'd be happy to have a tackle at.
    Let us know when you've got the new hard drive.

    @ konata

    Though as for animated textures I think that would be to much to do?

    Maybe we could also collect some animated textures/effects that several people would really like to have made and released for further upcoming patch releases
    down the track.

    Perhaps we could run these by Cory and see if he likes any that would be worth the spare time to consider making?
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    edited December 2011
    I think the easiest way is to just use the nvidia Photoshop plugin to auto generate the normal maps.takes some of the work out of it. I'll have to look but I'm pretty sure it is free.

    EDIT: It's already included in CS5.
  • whoppaXXLwhoppaXXL Join Date: 2006-11-03 Member: 58298Members, Reinforced - Shadow
    That feel when you make 10+ custom ground textures and you accidently safe them as illuminations only - without saving the source data as well. Tears man.
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    edited December 2011
    <!--quoteo(post=1887755:date=Dec 1 2011, 12:13 AM:name=zex)--><div class='quotetop'>QUOTE (zex @ Dec 1 2011, 12:13 AM) <a href="index.php?act=findpost&pid=1887755"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It isn't rocket science, you just need a recent version of photoshop, normal map plugin, and a good grasp of layer groups and masks.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Normal map plugins generally make horrible, horrible looking normal maps for all but the simplest textures(noisy, sandy, grainy type surfaces). Most normal maps need to be baked from geometry, which means you need to do some 3d modelling in whatever your programme of choice is. For most people this probably means blender since its free and can certainly do the job well enough. For professionals it mostly means zbrush, which is a tonne more powerful for any organic looking materials than traditional 3d modeling tools.

    edit: Making really good textures is this annoying multidisciplinary nexus where good design, understanding technical requirements, being good at traditional arts, having access to good tools and the technical skill to use them, having access to good source textures(or being decent at photography, understanding what makes a good source image, having a descent camera) and brushes(or making them) all come toghether. Some of these really kick my butt(I'm terrible at painting and sculpting); I can do a not too terrible job remixing and tinkering with existing textures or making simple, hard-surface textures(e.g. panels, gratings and the like). But really, how many more metallic gratings and panels and things does NS2 need? That's like 90% of the official textures and it would be hard for me to mach their quality.
  • DarkOmenDarkOmen Join Date: 2002-11-05 Member: 7148Members
    Topic of interest:

    How can I create new materials for use in a custom map? I have made some textures/normals that I'd like to compile into workable materials for use in the editor. Many thanks to anyone who knows!
  • 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
    <!--quoteo(post=1889090:date=Dec 8 2011, 10:39 AM:name=DarkOmen)--><div class='quotetop'>QUOTE (DarkOmen @ Dec 8 2011, 10:39 AM) <a href="index.php?act=findpost&pid=1889090"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Topic of interest:

    How can I create new materials for use in a custom map? I have made some textures/normals that I'd like to compile into workable materials for use in the editor. Many thanks to anyone who knows!<!--QuoteEnd--></div><!--QuoteEEnd-->

    <a href="http://www.unknownworlds.com/ns2/wiki/index.php/Builder" target="_blank">This</a> should give you the info you need.
  • DarkOmenDarkOmen Join Date: 2002-11-05 Member: 7148Members
    Perfect! Thanks, Insane!
  • MelancorMelancor Join Date: 2003-12-15 Member: 24415Members
    edited December 2011
    My top site when it comes to textures: <a href="http://www.filterforge.com/filters/" target="_blank">http://www.filterforge.com/filters/</a> PS plugin used here to generate some unique styles.

    Free, 512x512, seamless. A lot of bump, normal, spec, etc. Check out the category "TECHNO" as well!
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