Search found 51 matches
- Mon Feb 06, 2012 6:19 am
- Forum: ID Tech
- Topic: My stock textures up for download!
- Replies: 44
- Views: 11670
Re: My stock textures up for download!
I see that your 4000+ posts are mostly spam. Read what i wrote to that gut about the licenses. Obviously it missed your tiny little brain the post where i wrote those textures can be freely redistributed. Now since you are so vigilant i decided to update the credits part with links to sites from whi...
- Sun Feb 05, 2012 10:20 pm
- Forum: ID Tech
- Topic: My stock textures up for download!
- Replies: 44
- Views: 11670
Re: My stock textures up for download!
Bloodyhell you're on seriously thin ice with this texture pack. If I were you I'd go a re-read the T&C's for each and every one of those sites you list because a good number of them explicitly say you can't use their material they way you are... Royalty free doesn't mean 100%-free-to-use-howeve...
- Sat Feb 04, 2012 9:05 pm
- Forum: ID Tech
- Topic: My stock textures up for download!
- Replies: 44
- Views: 11670
Re: My stock textures up for download!
OK, i think i have a good idea as to in which direction to take it.
We'll see in few days if i got it right or not.
Thanks, Obsidian; and everyone else.
We'll see in few days if i got it right or not.
Thanks, Obsidian; and everyone else.
- Sat Feb 04, 2012 8:45 pm
- Forum: ID Tech
- Topic: OverDose - Sound Track Previews And Updates
- Replies: 19
- Views: 5244
Re: OverDose - Sound Track Previews And Updates
^^^ He's right. A "promo" video showing engine features would be good advertisement.
I'm sure some people here could help. Hell i got few videos on my YT channel that get around 1800 views per day, maybe we can set up some annotations or put it in video responses or something like that.
I'm sure some people here could help. Hell i got few videos on my YT channel that get around 1800 views per day, maybe we can set up some annotations or put it in video responses or something like that.
- Sat Feb 04, 2012 5:27 pm
- Forum: ID Tech
- Topic: Why do models receive shadows better than brushes.
- Replies: 8
- Views: 3373
Re: Why do models receive shadows better than brushes.
That's just the thing, shadows on the floor should not be diagonal at all. They're being cast under a 0 degrees angle. That is if that angle is even possible to achieve. Or some minimum angle is always applied. The light is a _sun 1 spot light that is placed behind the brushes. If i was to draw a li...
- Sat Feb 04, 2012 5:16 pm
- Forum: ID Tech
- Topic: My stock textures up for download!
- Replies: 44
- Views: 11670
Re: My stock textures up for download!
Ok i will try to make a texture pack.
Let's say I'm right now working on bathroom tiles. So the best way would be to create,3 different wall textures, 3 different floor textures, some decals, ceiling texture?
And when that's done i can call it an actual texture pack?
Let's say I'm right now working on bathroom tiles. So the best way would be to create,3 different wall textures, 3 different floor textures, some decals, ceiling texture?
And when that's done i can call it an actual texture pack?
- Sat Feb 04, 2012 5:02 pm
- Forum: ID Tech
- Topic: Why do models receive shadows better than brushes.
- Replies: 8
- Views: 3373
Re: Why do models receive shadows better than brushes.
The light is coming directly from behind. As you can see on the floor the shadow doesn't have straight edges, while on the vertical wall it's perfect. This is very noticeable on thinner brushes that stand close to walls, on the floor the shadows would be almost completely destroyed while on the wall...
- Sat Feb 04, 2012 12:56 pm
- Forum: ID Tech
- Topic: Why do models receive shadows better than brushes.
- Replies: 8
- Views: 3373
Re: Why do models receive shadows better than brushes.
1) Because in Q3 there is lightmap texture limited to 128x128 px, so on large surfaces there is necessarily lower quality lightmap and on models, there is large amount of small surfaces and also details - so lightmap can seem to be more precious. See "2)" and also you can adjust quality b...
- Sat Feb 04, 2012 11:21 am
- Forum: ID Tech
- Topic: Why do models receive shadows better than brushes.
- Replies: 8
- Views: 3373
Why do models receive shadows better than brushes.
I've noticed that models receive finer shadows than brushes, anyone knows what's causing this?
Also why exactly is there a difference in shadow quality between shadows cast on X,Y and shadows cast on Z axis.
Also why exactly is there a difference in shadow quality between shadows cast on X,Y and shadows cast on Z axis.
- Mon Jan 30, 2012 7:53 pm
- Forum: ID Tech
- Topic: My stock textures up for download!
- Replies: 44
- Views: 11670
Re: My texture pack up for download
You seem rather defensive about this. I think lightmill is just trying to help with his opinion on how you might improve work on a well polished texture pack rather than just distributing stock textures. I'm inclined to agree with his thoughts so maybe you might want to take all this as constructiv...
- Mon Jan 30, 2012 6:48 pm
- Forum: ID Tech
- Topic: My stock textures up for download!
- Replies: 44
- Views: 11670
Re: My texture pack up for download
The style is selfexplaining I guess. The scale issue: there supposed to be a consistent correlation between world scale and texture pixels, in quake (or any FPS game) especially. If you have a wall 1024pix that supposed to be about several times player hight (lets say 256 units) then you' d want to...
- Mon Jan 30, 2012 8:07 am
- Forum: ID Tech
- Topic: My stock textures up for download!
- Replies: 44
- Views: 11670
Re: My texture pack up for download
What I think he means is that usually texture packs contain textures that all fit the same theme and look and are designed to be used together. I haven't looked at the contents of your pack, but I guess there's just a collection of random textures in there that don't match each other particularly w...
- Sun Jan 29, 2012 1:56 pm
- Forum: ID Tech
- Topic: My stock textures up for download!
- Replies: 44
- Views: 11670
Re: My texture pack up for download
Could you elaborate this please?lightmill wrote:inconsistent scale and style.
- Fri Jan 27, 2012 7:19 am
- Forum: ID Tech
- Topic: Bump maps not showing on vertex lit models
- Replies: 21
- Views: 7635
Re: Bump maps not showing on vertex lit models
Have you tried testing it with a 1000 poly section of the model? I'm pretty sure that would fix the problem. From the screenshot, smoothing groups are not completely ignored, they are just on and off on completely random spots, similar to what I had encountered before. Here's something that probabl...
- Thu Jan 26, 2012 10:28 pm
- Forum: ID Tech
- Topic: My stock textures up for download!
- Replies: 44
- Views: 11670
Re: My texture pack up for download
OK I'll rename it to "CLICK TO DOWNLOAD THIS TEXTURE PACK" i that isn't a clear indicator what to click then i don;t know what isneoplan wrote:I didnt know where to download at first look. The huge "DOWNLOAD" looked like a headline for the following links that are placed under it.

- Thu Jan 26, 2012 10:17 pm
- Forum: ID Tech
- Topic: My stock textures up for download!
- Replies: 44
- Views: 11670
Re: My texture pack up for download
I don't understand what is the problem.deqer wrote:anyone go through all those links to get the download link to the pack yet?
There is only one link to follow to an external site and when you open it you can see the word "DOWNLOAD" written in big blue letters. Click it and the download starts.
- Thu Jan 26, 2012 10:08 pm
- Forum: ID Tech
- Topic: My stock textures up for download!
- Replies: 44
- Views: 11670
Re: My texture pack up for download
A nice collection of materials, you should probably think about distributing them in smaller files (339Mb is crazy large) Also how did you generate the normal maps? (This is mostly a curiosity thing) Once I separated out the normal/spec/bump maps there was only 175 texture (not a problem, just an o...
- Thu Jan 26, 2012 7:56 pm
- Forum: ID Tech
- Topic: My stock textures up for download!
- Replies: 44
- Views: 11670
My stock textures up for download!
HI all I'm not sure how much use can stock textures like these be to you guys but i guess you could put few of them to a good use. I think there's around 200 diffuse maps in it, if i counted right. All tile able, few only horizontally, mostly walls. Here's the link to the download location. Send me ...
- Sun Nov 13, 2011 8:25 am
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3160228
Re: Screenshots
If you're going to have unique surface diffuse maps, you can bake the lighting right down into the diffuse and even bake down normal map and ambient occlusion. It all depends on the size of the map and how much texture data you're going to end up pumping out. Exactly what I'm planning to do. Just I...
- Sun Nov 13, 2011 12:14 am
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3160228
Re: Screenshots
A while ago i started working on a map for urban terror called ut4_Siberia. 2 months ago or so i switched to max since the map will be released for the new version of UrT that handles models much better than 4.1. So after making a bunch of misc models like barrels, containers, lamps and so on i deci...
- Mon Oct 03, 2011 4:38 am
- Forum: ID Tech
- Topic: external lightmaps problems
- Replies: 6
- Views: 2469
Re: external lightmaps problems
textures/ut4_siberia/stone_wall { q3map_lightmapSize 1024 1024 q3map_lightmapbrightness 2.0 { tcgen lightmap map $lightmap rgbGen identity } { map textures/ut4_siberia/stone_wall blendfunc filter } } // Custom shader file for high_res_test.bsp // Generated by Q3Map2 (ydnar) // Do not edit! This fil...
- Sun Oct 02, 2011 4:52 pm
- Forum: ID Tech
- Topic: external lightmaps problems
- Replies: 6
- Views: 2469
Re: external lightmaps problems
I know i am using blendfunc filter, poor choice of words i guess. I should have said they're not being filtered.obsidian wrote:Lightmaps don't have an alpha channel so blendFunc blend doesn't work with it. Lightmaps usually use blendFunc filter.
It looks like external lightmap is replacing the texture.
- Sun Oct 02, 2011 8:32 am
- Forum: ID Tech
- Topic: external lightmaps problems
- Replies: 6
- Views: 2469
Re: external lightmaps problems
looks like _samplesize 1 has to be in BSP stage in order to get the lightmap of proper resolution.
however the blendfunc isn't blending the ightmap.
however the blendfunc isn't blending the ightmap.
- Sun Oct 02, 2011 8:01 am
- Forum: ID Tech
- Topic: external lightmaps problems
- Replies: 6
- Views: 2469
Re: external lightmaps problems
i know now why do i get missing image problem, in the shader i shouldn't use .jpeg or .tga extensions or r_findimage can't find it.
Now i got a new problem, the lightmap is high res as i want it to be, shader applies it and all, but there's a huge offset.
Now i got a new problem, the lightmap is high res as i want it to be, shader applies it and all, but there's a huge offset.
- Sun Oct 02, 2011 7:17 am
- Forum: ID Tech
- Topic: external lightmaps problems
- Replies: 6
- Views: 2469
external lightmaps problems
I'm trying to figure out external lightmaps. So I'm following these instructions but i can't get it to work. http://www.smokin-guns.net/viewtopic.php?t=1444 The shader makes the texture i apply it to appear as missing texture. But that's not the only problem, when the higher resolution lightmap is g...