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Industrial Texture Pack https://www.quake3world.com/forum/viewtopic.php?f=10&t=47316 |
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Author: | Hipshot [ 01-09-2015 01:13 PM ] |
Post subject: | Re: Industrial Texture Pack |
Also, if models are made to look like brush geo, but used to create nice rotations etc, it can be difficult to spot and could be mistaken for very well made brushwork. |
Author: | sock [ 01-09-2015 03:57 PM ] |
Post subject: | Re: Industrial Texture Pack |
Hipshot wrote: Also, if models are made to look like brush geo, but used to create nice rotations etc, it can be difficult to spot and could be mistaken for very well made brushwork. Yeah, this is exactly what is a happening with my Edge of Forever map. I did not have (at the start of the project) a modelling package and decided to use the editor instead. I know this is really going off topic but here is a quick example screenshot and brief explanation. The books throughout the map are ASE models and bookcase's and piles of books are compounded versions. I started with a simple book made from patches which I had to scale up really large because patches don't go lower than 1 grid size. Once I had the basic book shape I then used various q3map2 compiler switches to scale, rotate and texture remap the books into large models (bookcases). Would anyone want to see this step by step explained in a tutorial? |
Author: | Hipshot [ 01-09-2015 04:09 PM ] |
Post subject: | Re: Industrial Texture Pack |
Q3 is the issue with this method, the game, level designers and the players don't usually care about this kind of detail. But it makes a ton of difference in overall quality. But I think it would be great if you wrote down a tutorial about it - it might inspire others to do what you've done! I do all my more "complex" models (not planks and boxes) in max, I just find it, easier and safer and I think people should start looking into learning low-poly modeling, as others have said, it's kinda what you do now days and have been doing for years in level design. Valve's gonna mix in Source 2s Hammer with blender even. |
Author: | Theftbot [ 01-09-2015 09:27 PM ] |
Post subject: | Re: Industrial Texture Pack |
Pretty simple stuff. |
Author: | Pat Howard [ 01-09-2015 10:46 PM ] |
Post subject: | Re: Industrial Texture Pack |
in the past, i've many used models for "floating" stuff that isn't embedded in my maps brushwork, e.g. crates or bookcases. i really should start expanding my approach to use them all over the place, especially now that my style is getting more modular. just the fact that the textures are locked during rotations and you can update every instance of your model from one source file is priceless. the face that radiant doesn't actually lock textures perfectly for brushes during rotations is probably the bug that drives me more crazy than anything else |
Author: | Ferrao10 [ 01-10-2015 03:03 AM ] |
Post subject: | Re: Industrial Texture Pack |
AEon, I think the shader file you submitted is broken somehow. Maybe the space in the name, I don't know. Could be my bad, but it doesn't load for me. I get this: Edit: darn thing, can't get the img/lvlshot to show. Anyhow, Radiant 1.6.3 just loads the single stages with industrial_light, not the shader itself. No White outlined texture, The shader file is in my scripts directory and added to the shaderlist.txt. |
Author: | AEon [ 01-10-2015 05:07 AM ] |
Post subject: | Re: Industrial Texture Pack |
Since I initially created the shader file for the lights, I actually did a compile and tried (two of the lights)... they seem to work. But that was aeblocks.shader, not the one I distributed. When I created the shader for the download, I had to fix many paths, and possibly something went wrong there. I would suggest, you copy and rename the shader, remove all but the code for one light, double-check all paths, and add it to shaderlist.txt. Just to see if you can get one light shader working. I could release the shader for AEblocks... that so far works for me. And you would then need to change the paths to how you need them though. As mentioned, in AEblocks I put all of Sock's textures into one folder textures\aeblocks\ simplifying pathing. Though I did put all light textures into a sub-folder textures\aeblocks\lights\. Problems like this may be the reason Sock never releases shaders with his texture packs... har |
Author: | Ferrao10 [ 01-10-2015 08:32 AM ] |
Post subject: | Re: Industrial Texture Pack |
AEon, so you didn't check for reliabilty of the shader? So, why did you release it? I just tried to fix it by replacing [] with [_], doesn't help. So where is the matter really? |
Author: | Hipshot [ 01-10-2015 08:38 AM ] |
Post subject: | Re: Industrial Texture Pack |
There shoulden't be any spaces in any names or paths anywhere inside the q3 folder. |
Author: | AEon [ 01-10-2015 09:08 AM ] |
Post subject: | Re: Industrial Texture Pack |
Checking...
|
Author: | Ferrao10 [ 01-10-2015 12:40 PM ] |
Post subject: | Re: Industrial Texture Pack |
Had a look into the shader. I think the problem lies here: This is yours: textures/industrial/glass { qer_editorimage textures/industrial_glass/glass_gold.tga //... q3map_nonplanar //... surfaceparm nolightmap surfaceparm trans // surfaceparm nomarks surfaceparm lightfilter surfaceparm nonsolid { map textures/industrial_glass/glass_gold.tga blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA rgbGen identity //... } } Just an example. It should be: textures/industrial_glass/glass { qer_editorimage textures/industrial_glass/glass_gold.tga //... q3map_nonplanar //... surfaceparm nolightmap surfaceparm trans // surfaceparm nomarks surfaceparm lightfilter surfaceparm nonsolid { map textures/industrial_glass/glass_gold.tga blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA rgbGen identity //... } } Then the glass shader should appear under industrial->glass in Radiant. With your shaderfile Radiant doesn't know where to put it. The editorimage has to exist if referenced in the shader (It's what's shown in Radiant as a substitude for the actual texture. It is the pic that has the white frame when being a shader). It doesn't have to be in the same subfolder but it usually ends up there. You can create one shaderfile that references all subfolders, but you have to reference them . Or you can create several shaderfiles for each subfolder like iD did or EvilLair did for evil6, IE. One shaderfile is easier to be added to shaderlist.txt, though. |
Author: | AndyW [ 07-09-2015 12:52 PM ] |
Post subject: | Re: Industrial Texture Pack |
Just want to ask if its okay to paint some "decals" onto the Textures? Example: |
Author: | CZghost [ 07-10-2015 02:11 AM ] |
Post subject: | Re: Industrial Texture Pack |
I'm not sure. I was gonna to modify some textures in my current project to get a bit more rusty look out, but as I see it, I will have to use decals instead. I can ask Sock if I can somehow modify the given textures to create own versions. If not, I don't lose my head and take some of the textures from CGtextures.com - I am registered here with free account, so I can take many textures. I think it is better to place decal somewhere on the wall instead of modifying the texture and make seams by aligning the decaled textured in a place. Also using brush decals have its advantages over decals painted over texture that it can be used without a seam over multiple brushes with different textures. We do not live in 1999 where the engine originaly used the old painted technique that made seams around the textures when aligning. Also, you could learn of _decal q3map2 entity which is taken by compiler and projected onto surfaces which are in a range between the decal entity and targetted point entity. I posted a sample map somewhere here in the LEM forum where I used two decals from Tabun's set. |
Author: | AndyW [ 07-10-2015 02:34 AM ] |
Post subject: | Re: Industrial Texture Pack |
Thx, i tried to get that decal-projection stuff to work but it wont. |
Author: | CZghost [ 07-10-2015 02:39 AM ] |
Post subject: | Re: Industrial Texture Pack |
Try to learn from this test map: https://dl.dropboxusercontent.com/u/764 ... lstair.pk3 Yes, I finally found it This is good to see how the engine wraps the decal texture around the brushwork |
Author: | AndyW [ 07-10-2015 08:19 AM ] |
Post subject: | Re: Industrial Texture Pack |
Thanks, but i cannot download it :/ |
Author: | CZghost [ 07-10-2015 08:58 AM ] |
Post subject: | Re: Industrial Texture Pack |
Just click the given link. If you are using IE 11, an orange bar appears at bottom: Click the arrow belong with Save and select Save as... A dialog window appears. Follow instructions inside: Click Save. Then you can open it like normal ZIP file with your archivation app. It is not important when saving, but I recommend to save it right as PK3 file, regartheless it says ZIP. If downloaded unchanged extension, change it then to PK3 before moving to baseq3. If this still doesn't work for you, type me, what browser do you use. Hope it will help you |
Author: | AndyW [ 07-10-2015 09:45 AM ] |
Post subject: | Re: Industrial Texture Pack |
Now it works, thanks again. Jeah thats looking really good! I have to give it a try again even it seems that shaders hate me Im feeling so foolisch that i cant get a simple shader shader to work, its a shame :/ |
Author: | sock [ 06-19-2016 03:32 PM ] |
Post subject: | Re: Industrial Texture Pack |
I finally got around to making a video of the Bridge Crane Map I hope you enjoy the camera setup (used QMM 1.7) http://www.youtube.com/watch?v=ZVnomYr6QNY EDIT : Youtube tags seem to be broken :/ |
Author: | Eraser [ 06-20-2016 12:09 AM ] |
Post subject: | Re: Industrial Texture Pack |
sock wrote: I finally got around to making a video of the Bridge Crane Map I hope you enjoy the camera setup (used QMM 1.7) http://www.youtube.com/watch?v=ZVnomYr6QNY EDIT : Youtube tags seem to be broken :/ Nope they're not Amazing piece of work by the way. If I didn't know any better, I'd swear that's UT2004 I'm looking at, if not something even more recent than that. |
Author: | CZghost [ 06-20-2016 12:16 AM ] |
Post subject: | Re: Industrial Texture Pack |
Wow, Sock Do you actually plan to release that map? That would be cool to play |
Author: | coltonquake3 [ 06-22-2016 03:57 AM ] |
Post subject: | Re: Industrial Texture Pack |
You guys can grab that on sock's page if you're interested... It looks sexy, doesn't it? |
Author: | CZghost [ 06-22-2016 04:12 AM ] |
Post subject: | Re: Industrial Texture Pack |
I actually have the industrial texture pack downloaded But I'd like to actually play the Bridge Crane map Looks so awwesoooome! |
Author: | coltonquake3 [ 06-22-2016 05:30 AM ] |
Post subject: | Re: Industrial Texture Pack |
I meant the map, CZghost. EDIT: It seems the DL links aren't available for this yet. @sock, mind releasing the pk3/map files for this awesome abomination of a map? We'd think it'd be tons of fun. @CZghost agrees. |
Author: | CZghost [ 06-22-2016 06:37 AM ] |
Post subject: | Re: Industrial Texture Pack |
Well, Sock replied to me in YouTube comments. The map has no gameplay, it was only built to show the actual power of these textures and what can be actually built using this textureset. I offered him he would make the gameplay version of the map - add the items, bots support and so on |
Author: | Theftbot [ 06-22-2016 11:12 AM ] |
Post subject: | Re: Industrial Texture Pack |
IIRC Sock has no plans to release map/source |
Author: | CZghost [ 06-22-2016 11:32 AM ] |
Post subject: | Re: Industrial Texture Pack |
I know that. Sooo shame |
Author: | sock [ 06-25-2016 03:24 PM ] |
Post subject: | Re: Industrial Texture Pack |
I can understand everyone is curious to wander around the map, but (I mean a big but) there is nothing there, no gameplay, no items, no flow, its just a giant box of models. "So why don't you add all those things!" Sorry, I would prefer to spend my time on other projects! All of the textures have been released, there are tons of reference images on the internet, several decal texture packs have been linked around these parts and all the editor tools are available to create your own industrial visions! |
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