Quake3World.com
https://www.quake3world.com/forum/

Cliff Pak 1 2005. (DL and Screens)
https://www.quake3world.com/forum/viewtopic.php?f=10&t=8757
Page 1 of 1

Author:  Hipshot [ 08-12-2005 10:02 PM ]
Post subject:  Cliff Pak 1 2005. (DL and Screens)

Some new textures, fresh (started by 00 done now exactly 08 ;)) from an (one) old photo of a rock.
Three different styles, two versions each, makes six textures total (1024^2). Also, three normal maps for games supporting bumpmaps via normal maps (1024^2). Two grass textures with less detail for terrain reference (512^2).

DL ~20MB
http://www.zfight.com/misc/files/textur ... 1_2005.rar

Screens show all variations. Textures comes as pure TGA. (Game is HL2)

#1
[lvlshot]http://www.zfight.com/misc/images/textures/cliff_pak_1_2005/1_v1.jpg[/lvlshot]
[lvlshot]http://www.zfight.com/misc/images/textures/cliff_pak_1_2005/1_v2.jpg[/lvlshot]
[lvlshot]http://www.zfight.com/misc/images/textures/cliff_pak_1_2005/v1_detail.jpg[/lvlshot]

#2
[lvlshot]http://www.zfight.com/misc/images/textures/cliff_pak_1_2005/2_v1.jpg[/lvlshot]
[lvlshot]http://www.zfight.com/misc/images/textures/cliff_pak_1_2005/2_v2.jpg[/lvlshot]
[lvlshot]http://www.zfight.com/misc/images/textures/cliff_pak_1_2005/v2_detail.jpg[/lvlshot]

#3
[lvlshot]http://www.zfight.com/misc/images/textures/cliff_pak_1_2005/3_v1.jpg[/lvlshot]
[lvlshot]http://www.zfight.com/misc/images/textures/cliff_pak_1_2005/3_v2.jpg[/lvlshot]
[lvlshot]http://www.zfight.com/misc/images/textures/cliff_pak_1_2005/v3_detail.jpg[/lvlshot]

Author:  seremtan [ 08-13-2005 03:33 AM ]
Post subject: 

looks ace. have you included a shader in with them? the grass would look great with some prop_details sprinkled over it

Author:  sumatra [ 08-13-2005 05:28 AM ]
Post subject: 

looks awesome, I'm in love with the first of #2 <3 !!!

Author:  Hipshot [ 08-13-2005 06:31 AM ]
Post subject: 

@ Sumatra, thanks, Yea I like that too, its a bit greece over it, it reminds me of Daikatana.

@ Seremtan, no I haven't, actually I forgott it... heh, was tired. A basic HL2 shader for this using bumps would be, I'm sure you know already though.

Code:
"WorldVertexTransition"
{
   "$baseTexture" "hipshot_pn3/cliff_03_v1"
   "$basetexture2" "hipshot_pn3/grass_05"
   "%tooltexture" "hipshot_pn3/cliff_03_v1"
   "$bumpmap" "hipshot_pn3/cliff_03_normal"
   "$bumpmap2" "hipshot_pn3/grass_normal"
}


I've never made any prop_detail terrain before either, I've seen it and was mening to do that sometime, just haven't gotten arround, seems like alot of work for just testing... but as I said, never done it before so I woudeln't know.

Author:  Lukin [ 08-13-2005 07:29 AM ]
Post subject: 

[lvlshot]http://www.zfight.com/misc/images/textures/cliff_pak_1_2005/1_v1.jpg[/lvlshot]
Lvlshot is the most underestimated feature of new quake3world forums :p

Author:  Hipshot [ 08-13-2005 07:30 AM ]
Post subject: 

Sorry, keeps forgetting since I use a res of 1600... I'll try to remember that the next time.

Author:  seremtan [ 08-13-2005 08:03 AM ]
Post subject: 

yeah me too. i see your mastery of displacements is pretty complete. how do find hammer compared to radiant?

there are a few radiant features i wish hammer had, like wireframes for props in the 2d window instead of just bounding box, and a built in displacement editor like Symo's (for making q3-patch-like shapes, i.e. arches, curves etc) would be nice (Symo's is pretty hopeless actually). but otherwise i find hammer so much more powerful. i love the way the grid snap isn't so strong so you can rotate complex brush-built structures off the grid without distortion (plus the texture map-to-face option is useful alternative to the usual map-to-world).

i just wish valve's modellers hadn't put half the model origins in such stupid places though

Author:  Lukin [ 08-13-2005 01:15 PM ]
Post subject: 

Hipshot wrote:
Sorry, keeps forgetting since I use a res of 1600... I'll try to remember that the next time.


OK, thanks :icon26: Nice work BTW. Which program did you use to make those rocks?

Author:  SonicClang [ 08-13-2005 02:05 PM ]
Post subject: 

Damn hipshot, your levels always look beautiful. Amazing...

Author:  sock [ 08-13-2005 02:30 PM ]
Post subject: 

Can you post a screenshot showing the amount of polys used in that sample landscape? (like a wireframe shot) I don't have HL2 handy and Im curious to know how many polys were used across the texture seams.

Thanks
Sock

Author:  Hipshot [ 08-13-2005 03:34 PM ]
Post subject: 

@ Seremtan, I like hammer, but I like GTk more, there are some functions in hammer that I just don't like, and some things I miss, like the feature to scroll holding down the RMB and just move the mouse, I hate using the scrollbars on the side of each view. And I would like to configure the colors and some other things. I as you, like that I can rotate brushes every which way I want without causing troubles and errors, its very good for more advanced brush details. The displacement editor is good, but can't be used for anything else but landscapes and terrain I think, and still there is things I miss for that, like vertex manipulation.

@ Lukin, they are all based on the same photo, then I used photoshop.

@ Sonic, heh, its more of a test level really :) And its very easy to do things like this in Source.

@ Sock, sure can, this is the most advanced state of mesh possible in Hammer and the current Source build (power of 2), I can make it two steps worse (power of 3 and 4).

[lvlshot]http://img335.imageshack.us/img335/7112/textest00088qm.jpg[/lvlshot]
[lvlshot]http://img335.imageshack.us/img335/9945/textest00109fo.jpg[/lvlshot]

Sorry about the green stuff there, its a so called overlay, and they dont disapear when you hit tris mode.

Author:  seremtan [ 08-13-2005 04:43 PM ]
Post subject: 

Hipshot wrote:
@ Seremtan, I like hammer, but I like GTk more, there are some functions in hammer that I just don't like, and some things I miss, like the feature to scroll holding down the RMB and just move the mouse, I hate using the scrollbars on the side of each view.


you can use the arrow keys. much easier than the scrollbars. one thing that i found hard getting used to was 3 2D viewports, even though you can tab thru the elevations. the radiant setup is better in that respect

Author:  Hipshot [ 08-13-2005 05:04 PM ]
Post subject: 

You see, if I use the arrow keys to navigate, I can't use them to nudge selected objects :(
-
I didn't find it hard to get used to the 4 views since I've used to that since Quark.

Btw, I used a premade detailset that valve used, so I didn't hafto make my own, voila, grass...
http://img354.imageshack.us/img354/1494/01v100021qw.jpg

Author:  Lukin [ 08-14-2005 02:05 AM ]
Post subject: 

Hipshot wrote:
@ Lukin, they are all based on the same photo, then I used photoshop.


I was more curious about a model than about a textures. From what I read now I guess you made this terrain in Hammer. If so then it must be pretty good tool for such stuff.

Author:  Scourge [ 08-14-2005 04:56 AM ]
Post subject: 

Very nice. :icon14:

Author:  SonicClang [ 08-14-2005 06:54 AM ]
Post subject: 

"@ Sonic, heh, its more of a test level really :) And its very easy to do things like this in Source."

Such a humble man! :icon30:

Author:  sock [ 08-15-2005 06:45 AM ]
Post subject: 

Hipshot wrote:
@ Sock, sure can, this is the most advanced state of mesh possible in Hammer and the current Source build (power of 2), I can make it two steps worse (power of 3 and 4).


Thanks for the images. The blends between the materials look very good, I assumed you had alot of polys across the seams or something but from the tris image it looks minimal.

How many rows of polys did you leave for the transition between materials?

Sock

Author:  seremtan [ 08-15-2005 09:19 AM ]
Post subject: 

Hipshot wrote:
You see, if I use the arrow keys to navigate, I can't use them to nudge selected objects :(


oh, you just want it all, don't you

Author:  seremtan [ 08-15-2005 09:22 AM ]
Post subject: 

sock wrote:
Hipshot wrote:
@ Sock, sure can, this is the most advanced state of mesh possible in Hammer and the current Source build (power of 2), I can make it two steps worse (power of 3 and 4).


Thanks for the images. The blends between the materials look very good, I assumed you had alot of polys across the seams or something but from the tris image it looks minimal.

How many rows of polys did you leave for the transition between materials?

Sock


once a displacement is created, you can use a vertex 'brush' to invert the alpha from one texture to another (both form the material) - you can even control the transparency of the blend with the 'weight' of the brush (i.e. how long you hold down the LMB). hence you can have two textures blended over a single displacement surface without anything extra needed

Author:  AEon [ 08-18-2005 11:05 PM ]
Post subject: 

Just added lvlshot to all the first post images to fix the thread. BTW, I have yet to see a screenshot that is larger than 640x, that actually gained much info or extra value in a higher resolution. Unless someone uses these shots as desktop backgrounds, which I doubt.

Anyway textures look very nice.

BTW, Hipshot you might like to mention your texture in this forums links sticky thread (along with a nice short info text).

Author:  Hipshot [ 08-20-2005 01:46 AM ]
Post subject: 

@ Lunkin, this terrain was made in hammer, no other tools were used, source and hammer, has the best tools for making and rendering terrain in any game I've edited so far.

@ Sock, seremtan explain this very good, in hammer you pain the alpha, and as with a brush in like photoshop, it can have specific power/weight that makes a harder or lighter alpha stamp, from 0-255 and also different sizes, 1-5 squares/seems.

@ AEon, well, people using more than 1024 as thier work resolution might find 640x480 annoying to look at, since it would be very small, atleast I do ;) But I won't forgett the [lvlshot] tags next time.

Author:  Lukin [ 08-20-2005 03:21 AM ]
Post subject: 

Hipshot wrote:
@ Lunkin...


Fine, Hinpshot :p ;)

Page 1 of 1 All times are UTC - 8 hours
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
http://www.phpbb.com/