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AEcell - Cell Texture Pack - beta2 d/l
Posted: Sun Oct 04, 2009 7:35 am
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.
Re: Evil Lair's Template textures - Expanded (Template_AE)
Posted: Sun Oct 04, 2009 7:37 am
by fKd
trims, more trims! oh and weapon/item markers

this will come in very handy

oh and a few more floor variations
Re: Evil Lair's Template textures - Expanded (Template_AE)
Posted: Sun Oct 04, 2009 9:22 am
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.)
Re: Evil Lair's Template textures - Expanded (Template_AE)
Posted: Sun Oct 04, 2009 9:48 am
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.
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.
Re: Evil Lair's Template textures - Expanded (Template_AE)
Posted: Sun Oct 04, 2009 10:18 am
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!
[EDIT: Made quote work]
Re: Evil Lair's Template textures - Expanded (Template_AE)
Posted: Sun Oct 04, 2009 10:55 am
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.
Re: Evil Lair's Template textures - Expanded (Template_AE)
Posted: Sun Oct 04, 2009 2:07 pm
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...
Re: Evil Lair's Template textures - Expanded (Template_AE)
Posted: Sun Oct 04, 2009 6:27 pm
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?!
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.
Re: Evil Lair's Template textures - Expanded (Template_AE)
Posted: Sun Oct 04, 2009 9:15 pm
by ^Ghost
take a look at andormeda texture set, really nice set, probably one of my favorites.
Re: Evil Lair's Template textures - Expanded (Template_AE)
Posted: Mon Oct 05, 2009 8:52 am
by fKd
oh almost forgot, a crate plz

Re: Evil Lair's Template textures - Expanded (Template_AE)
Posted: Mon Oct 05, 2009 9:24 am
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):
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):
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...
Re: Evil Lair's Template textures - Expanded (Template_AE)
Posted: Mon Oct 05, 2009 10:43 am
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.
Re: Evil Lair's Template textures - Expanded (Template_AE)
Posted: Mon Oct 05, 2009 11:15 am
by fKd
got a download link AEon? pack whatever ya got... all would be very handy, pm it to me if ya want

Re: Evil Lair's Template textures - Expanded (Template_AE)
Posted: Mon Oct 05, 2009 11:34 am
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?
Re: Evil Lair's Template textures - Expanded (Template_AE)
Posted: Mon Oct 05, 2009 11:52 am
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

Template_AE textures - Alpha d/l
Posted: Mon Oct 05, 2009 11:52 am
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.
Re: Evil Lair's Template textures - Expanded (Template_AE)
Posted: Mon Oct 05, 2009 11:56 am
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

Re: Evil Lair's Template textures - Expanded (Template_AE)
Posted: Mon Oct 05, 2009 11:59 am
by fKd
thanks AEon

Re: Evil Lair's Template textures - Expanded (Template_AE)
Posted: Mon Oct 05, 2009 12:06 pm
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

Re: Evil Lair's Template textures - Expanded (Template_AE)
Posted: Mon Oct 05, 2009 12:25 pm
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.
Re: Evil Lair's Template textures - Expanded (Template_AE)
Posted: Mon Oct 05, 2009 12:27 pm
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.
Re: Evil Lair's Template textures - Expanded (Template_AE)
Posted: Mon Oct 05, 2009 12:43 pm
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]
Re: Evil Lair's Template textures - Expanded (Template_AE)
Posted: Mon Oct 05, 2009 12:53 pm
by AEon

... funny to see my textures in your map. Be sure to try the AP... should fit right in there.
Re: Evil Lair's Template textures - Expanded (Template_AE)
Posted: Mon Oct 05, 2009 7:21 pm
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".
Re: Evil Lair's Template textures - Expanded (Template_AE)
Posted: Mon Oct 05, 2009 7:34 pm
by cityy
Really nice looking textures. Looks like you can use template textures only for your maps soon :P