AEcell - Cell Texture Pack - beta2 d/l

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
AEon
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AEcell - Cell Texture Pack - beta2 d/l

Post by AEon »

I'll be starting a new map soon, using Evil Lair's texture set. To make the map a bit more unique I started to re-create some classic id textures in his style (with permission from Evil Lair), I'll probably also experiment with creating orange/black versions of other texture sets, if that is permissible.

So far I created 16 textures, the more observant mapper will probably recognize the re-created originals...
  • [lvlshot]http://aemap.hugelaser.com/misc/temp_ae_textures.png[/lvlshot]
Please note, this is my first set of textures, some will probably need to be redone, still need to test them in the editor and in-game.

If *you* would like to see certain textures in the "template" style, just post the exact texture name, and I'll look into it. I have looked through all the Q3A id textures, and have not found much that I'd want to re-create, so any other inspiration would be nice.
fKd
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Re: Evil Lair's Template textures - Expanded (Template_AE)

Post by fKd »

trims, more trims! oh and weapon/item markers :) this will come in very handy :D oh and a few more floor variations
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monaster
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Re: Evil Lair's Template textures - Expanded (Template_AE)

Post by monaster »

And thus, the orange era has begun... Agreed, we need more trims! And light, we need more light! (Although I'm not sure if orange light in an already orange environment would be a total overkill.)
If you are caught on a golf course during a storm and are afraid of lightning, hold up a 1-iron. Not even God can hit a 1-iron.
-Lee Trevino, golfer who actually has been struck by lightning.
AEon
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Re: Evil Lair's Template textures - Expanded (Template_AE)

Post by AEon »

I never use trims (on purpose that is). So I have no idea what to do here. Post some "good" trim examples, and I'll look into it... Evil Lair has some "simple" trims, but none of the maps using the texture set ever used them.

About the weapon / item markers... IMO, those I derived from Hipshot's designs, i.e. in white would pretty much fit for this texture set as well. Though I could recreate them all in black. Will try that.

Some more textures...
  • [lvlshot]http://aemap.hugelaser.com/misc/temp_ae_textures2.jpg[/lvlshot]
The window turned out quite nicely... the "elephant" is the only thing I can draw, added as a possible easter egg somewhere. :toothy:

Weapon spawns coming next.


Update: About light... well... I have shaders for the default template light textures and there is also a red version. But I will probably use a sheet of animated white or red from AEglow as a light source in the map + plus the white light of the skybox. So I won't really need lamps. Again I looked into the id textures but could not find anything I'd really use... well the neon lights might work. Hmmm... again suggest a good source texture and I'll look into it.
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monaster
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Re: Evil Lair's Template textures - Expanded (Template_AE)

Post by monaster »

I was also thinking of neon lights. I'll see if there's anything special I would recommend. As for now:
  • [lvlshot]http://aemap.hugelaser.com/misc/temp_ae_textures2.jpg[/lvlshot]
@ easteregg: yee, ottifanten! :smirk:

[EDIT: Made quote work]
If you are caught on a golf course during a storm and are afraid of lightning, hold up a 1-iron. Not even God can hit a 1-iron.
-Lee Trevino, golfer who actually has been struck by lightning.
AEon
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Re: Evil Lair's Template textures - Expanded (Template_AE)

Post by AEon »

monaster wrote:@ easteregg: yee, ottifanten!
Genau :)

Presently scaling up the small icons for all items and weapons and retracing them (except those that are already HQ). The textures used in the Andromeda texture set (see AEcantw2) also could be nice to have as "deco" in the template texture set.
AEon
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Re: Evil Lair's Template textures - Expanded (Template_AE)

Post by AEon »

Finished re-creating all items and weapons:
  • [lvlshot]http://aemap.hugelaser.com/misc/temp_ae_textures3.jpg[/lvlshot]
Initially wanted to use Hipshot's hires pads, but they differed in style too much from the rest of the textures, so I based everything on the original id textures.

Just noted, might want to create generic item / weapon pads... hmm...
AEon
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Re: Evil Lair's Template textures - Expanded (Template_AE)

Post by AEon »

Since this is my first set of textures, of course there are issues with the transparency, that I have probably never really understood.

Issue: The weapon and item pads.
  • Using 32bit PS images that are transparent, plastered the pads onto them. Background layer is transparent. Saved the images as TGA 32bit. In preview this seems to work (my file browser's thumbnail preview in folders).
  • In GTKradiant 1.2.13 all the images with transparency that are attached to shaders have a white background (not the frame, the transparent background is white).
  • Due to qer_trans 0.99 the textures on the brush faces are transparent, you can see normal faced brushes, if they themselves have some transparency related shader on them the are not shown.
  • Compiled the map with these texture pads. They show a while square that rotates, i.e. the background is white not transparent. Transparency does not work for these TGA images using my shaders?!
  • Image
Note: The Diamond/Square texture (surrounded by white) should actually be the TP pad... no idea what is happening here. It's as if I am not seeing the alpha channel info in PS7, and junk was written into that channel.

Here the shader I am using:

Code: Select all

textures/aegrid/temp_aepads_ya
{
	qer_trans 0.99
	qer_editorimage textures/aegrid/temp_aepads_ya.tga
	surfaceparm nodamage
	surfaceparm nolightmap
	surfaceparm nonsolid
	surfaceparm nomarks
	surfaceparm trans
	polygonoffset
	q3map_backsplash 0 0		// Avoid point source lighting on face
	q3map_surfacelight 400
	q3map_lightsubdivide 128	// Finer subdivision
	{
		clampmap textures/aegrid/temp_aepads_ya.tga
		blendfunc add
		rgbGen Vertex
		tcMod rotate 45
	}
}
I am probably doing several things wrong here. Help would be much appreciated. I also seem to be missing some issues related to PS7. When I use an existing TGA (i.e. an id file) to then copy/paste the image with transparency into that file, the resulting saved TGA file does not seem to show issues... well it works for the fan grates and the animated wall banner, at least.

Thanks.
^Ghost
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Re: Evil Lair's Template textures - Expanded (Template_AE)

Post by ^Ghost »

take a look at andormeda texture set, really nice set, probably one of my favorites.
[url=https://github.com/Garux/netradiant-custom]NRC[/url]
[url=https://defrag.racing/]Defrag[/url]
[url=http://ws.q3df.org/]Q3 Map Archive[/url]
fKd
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Re: Evil Lair's Template textures - Expanded (Template_AE)

Post by fKd »

oh almost forgot, a crate plz :D
AEon
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Re: Evil Lair's Template textures - Expanded (Template_AE)

Post by AEon »

fKd,
You could probable use the AP... right away... will save it as TGA (they compress much better than 100% JPG anyway, plus the shader, download link soon. On crates... several of the textures I did could be used as crates. If you have an original, you'd like imitated post it. I also noted you could use the door you are presently using in this set... will do that as well later.


About the pads and transparency: (healer heal thyself, by trial an' error)

Code: Select all

// Test case Shader for transparency
textures/aegrid/temp_aepads_tp
{
	qer_trans 0.99
	qer_editorimage textures/aegrid/temp_aepads_tp.tga
	surfaceparm nodamage
	surfaceparm nolightmap
	surfaceparm nonsolid
	surfaceparm nomarks
	surfaceparm trans
	polygonoffset
	q3map_backsplash 0 0			// Avoid point source lighting on face
	q3map_surfacelight 400
	q3map_lightsubdivide 128		// Finer subdivision
//	nopicmip						// USE? no help it seems
	{
		clampmap textures/aegrid/temp_aepads_tp.tga
//		blendfunc add				// Messes up alpha
//		blendFunc GL_ONE GL_ZERO	// NEW - works but not required
		alphaFunc GE128				// NEW - Central command to make transparency work!
//		depthWrite					// NEW not needed
		rgbGen Vertex
		tcMod rotate 45
	}
}
I used some of the code the fan uses... the central problem seem be transparency (TGA) vs. the blendfunc add command. The latter looks good for textures that use black as a simple 1bit color transparency, and a texture that actually does *not* use black. The blending of e.g. a white pad with the below texture looks cool and works well in AEcantw2 (for those interested in checking the effect):
  • Image
The blending would not make much sense for a black texture (pad) anyway (I think). The only command I needed to use was alphaFunc GE128, the blendFunc GL_ONE GL_ZERO is not required, it seems. Shader seems to use the default blendFunc (mode):
  • Image
And finally the alpha channel is actually being used, yielding much finer edges. The pads are 256x256, but using a 64²u brush (.25 scale), so they are pretty detailed.

I noted that 100% JPG for these textures not only introduces ugly blur but also does not make any sense at all, because the TGA in the the PK3 compresses far better than the compression done by JPG.

P.S. Pad textures look fine now in 3D view... alas in the editor's texture window there are still some issues with the TP texture... hmmm...
o'dium
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Re: Evil Lair's Template textures - Expanded (Template_AE)

Post by o'dium »

That looks very rough to my eyes, almost as if your using alpha testing instead of alpha blending...?

Wish I had known, I re-made every single 2D imagine in Quake 3 in high resolution many years ago, you could have used those as a base.
Last edited by o'dium on Mon Oct 05, 2009 11:38 am, edited 1 time in total.
fKd
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Re: Evil Lair's Template textures - Expanded (Template_AE)

Post by fKd »

got a download link AEon? pack whatever ya got... all would be very handy, pm it to me if ya want :D
AEon
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Re: Evil Lair's Template textures - Expanded (Template_AE)

Post by AEon »

o'dium wrote:That looks very rough to my eyes, almost as if your using alpha testing instead of alpha testing...?
?... I posted the shader I am using... I am still not completely certain I am doing this correctly in PS7 or in the shader. I maybe losing quality :(.
Wish I had known, I re-made every single 2D imagine in Quake 3 in high resolution many years
ago, you could have used those as a base.
These are a bit abstract... using a 5px brush to give is a certain level of "comic" simplification, thus the rounded style. This is not a complete re-creation from scratch that could feature many more details.

I noted that the ring around the items disappears at a certain distance from the wall. Does this mean one should use thicker rings, to avoid the issue?
o'dium
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Re: Evil Lair's Template textures - Expanded (Template_AE)

Post by o'dium »

Sorry, had an error in my other post, fixed now...

Looking at your shader (and its been a while for Q3) it looks like it may be alpha testing? Alpha testing isnt what I would use myself here, as it gives a far too pixelated look for what is really just a simple decal.

Now, you have a few choices... One is that you save to an alpha mask which will display over the top of any texture ingame (This is the best idea for visibility reasons I think for you), and the other is that you make the image blend over the surface ingame, which depending on blendmode can produce a number of effects, one of which is an additive blend which may look a bit out of place. looking at your pics, it looks like your going for the normal blend... Now let me think...

Its been a while since doing all this in Q3, but if you make your picture White on a black background, i.e. the icon white, everything else on the texture, black, and use this shader:

Code: Select all

textures/decals/test
{
qer_trans 0.99
qer_editorimage textures/decals/test.tga
surfaceparm trans	
surfaceparm nomarks	
surfaceparm nonsolid
surfaceparm nolightmap
cull none
surfaceparm nomipmaps
{
map textures/decals/test.tga
blendFunc add
}
}
You will blend over the original surface under it. Keep in mind this would mean you MUST use a black background on your pic as this is additive.

Otherwise, replace your "alphaFunc GE128" in your hsader with "GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA" so that it uses an alpha blend, not an alpha test.

(Alpha blending is when it uses the entire greyscale colour range on your mask, alpha test is when it only uses 2, either on, or off, visible, or invisible.)

Now as I say its been a while with Q3, so sorry if anything is wrong :p
AEon
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Template_AE textures - Alpha d/l

Post by AEon »

Since fKd is really wanting to start using the new textures, here they are:
This file is for Q3W test use only, everything very alpha, but you can use them and they should mostly look fine. Did not have the time to write a .txt file yet. Credits for the original texture set go to Evil Lair. My textures primarily use the style and the colors of his texture set, design is usually id "inspired".

If you can improve the shaders or have suggestions for fixing certain textures, drop me a line.
o'dium
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Re: Evil Lair's Template textures - Expanded (Template_AE)

Post by o'dium »

See thing is, you may be able to ignore anything I said, correct or wrong... Because it may just be your textures that are wrong... I can't tell :( To my eyes, it looks like either your using alpha testing, or your using too low res images, or maybe you just drew the images with bad edges, hard to tell :(
fKd
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Re: Evil Lair's Template textures - Expanded (Template_AE)

Post by fKd »

thanks AEon :D
fKd
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Re: Evil Lair's Template textures - Expanded (Template_AE)

Post by fKd »

just a quick heads up, ya .script points to textures/aegrid/***.***

but ya texture dir is called textures/template_ae

just so ya know :D
AEon
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Re: Evil Lair's Template textures - Expanded (Template_AE)

Post by AEon »

o'dium wrote:See thing is, you may be able to ignore anything I said, correct or wrong... Because it may just be your textures that are wrong... I can't tell :( To my eyes, it looks like either your using alpha testing, or your using too low res images, or maybe you just drew the images with bad edges, hard to tell :(
Was not ignoring your comments (just was detracted releasing the temp set for fKd)... you were right... those pads had not been using proper alpha channels. Your arguments to blendFunc seem to have been reversed, though. Some trial and error yields this:

Code: Select all

textures/aegrid/temp_aepads_tp
{
	qer_trans 0.99
	qer_editorimage textures/aegrid/temp_aepads_tp.tga
	surfaceparm nodamage
	surfaceparm nolightmap
	surfaceparm nonsolid
	surfaceparm nomarks
	surfaceparm trans
	polygonoffset
	q3map_backsplash 0 0			// Avoid point source lighting on face
	q3map_surfacelight 400
	q3map_lightsubdivide 128		// Finer subdivision
	{
		clampmap textures/aegrid/temp_aepads_tp.tga
//		alphaFunc GE128	
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		rgbGen Vertex
		tcMod rotate 45
	}
}
Here the resulting image for the changed TP pad:
  • [lvlshot]http://aemap.hugelaser.com/misc/temp_ae_blending3.jpg[/lvlshot]
It is a bit more "blurry", but that should actually be my alpha smoothed edges, whereas the other items on that image show a pixel exact circle (no edge smoothing). Another good point, the outer ring still is visibly, even at larger distances (turns gray).

So blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA really does help.

Textures with black background ("transparency color") for my black pads alas are not an option. And blending the pads into the floor texture is not required either.

I tried using the above command for my grates as well, alas that did not work too well, yet. Will get back on the subject after more tests.

Thanks... this really seems to improve the pad display in-game.
AEon
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Re: Evil Lair's Template textures - Expanded (Template_AE)

Post by AEon »

fKd wrote:just a quick heads up, ya .script points to textures/aegrid/***.***
but ya texture dir is called textures/template_ae
:)... that happens when you quickly pack you dev folder stuff. Will fix all that with a more "mature" release.
fKd
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Re: Evil Lair's Template textures - Expanded (Template_AE)

Post by fKd »

great work man, cheers for all this work btw, gonna make this map look far more interesting
with a bit more texture variations, will also make it easier if i choose to use a different set at
find/replace will have more variants, heres a shot with 4 of em in action :)
  • [lvlshot]http://img511.imageshack.us/img511/2264/shot0010cv.jpg[/lvlshot]
AEon
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Re: Evil Lair's Template textures - Expanded (Template_AE)

Post by AEon »

:)... funny to see my textures in your map. Be sure to try the AP... should fit right in there.
AEon
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Re: Evil Lair's Template textures - Expanded (Template_AE)

Post by AEon »

I started to "trace" ("Durchpausen") some of Speedy's great Andromeda textures. Presently checking with him to get permission to do this. Here the textures I created today:
  • [lvlshot]http://aemap.hugelaser.com/misc/temp_ae_textures4.jpg[/lvlshot]
The combination of template texture with really detailed "glow" in the shaders looks really nice, IMO.
  • [lvlshot]http://aemap.hugelaser.com/misc/temp_ae_textures5.jpg[/lvlshot]
Staring to use more than one orange color, the last two textures are really getting complex. Also testing a "yellow".
cityy
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Re: Evil Lair's Template textures - Expanded (Template_AE)

Post by cityy »

Really nice looking textures. Looks like you can use template textures only for your maps soon :P
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