eX: Q4 textures released

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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evillair
Posts: 65
Joined: Sat Oct 14, 2000 7:00 am

eX: Q4 textures released

Post by evillair »

Hi,

I just released a new texture set; this on is called eX and is for Quake 4.

eX page

download high version (512) (50.5Megs)
download low version (256) (13.8Megs)


preview:
Image

Thanks.
Last edited by evillair on Sat Dec 10, 2005 4:01 am, edited 2 times in total.
[url=http://evillair.net/v4]evillair.net[/url]
Black_Dog
Posts: 61
Joined: Sat Aug 13, 2005 4:50 am

Post by Black_Dog »

Damn you, I was hoping to get some sleep tonight.
sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

Re: eX: Q4 textures released

Post by sumatra »

evillair wrote: Thanks.
Thank you, oh Lord :p .
[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
Plan B
Posts: 3599
Joined: Thu Jan 11, 2001 8:00 am

Post by Plan B »

Thanks!

I'm glad that, like in your Q3-sets, you included plenty of generic textures.
Very versatile.

They lend themselves to be easily used across more awkward brush-constructions, unlike the finnicky Q4 stock ones, which mostly force you to apply them to brushes of the same dimensions as the textures.

:icon14:
Lukin
Posts: 349
Joined: Sat Jan 29, 2000 8:00 am

Post by Lukin »

Great!
Hopefully "Q4" will get more custom texture sets than "Doom 3".
[size=75][url=http://www.lukinonline.com]lukinonline.com[/url][/size]
Bill Brooks
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Joined: Sat Jan 22, 2000 8:00 am

Post by Bill Brooks »

Sweet I have been waiting for these.
corsair
Posts: 972
Joined: Fri May 18, 2001 7:00 am

Post by corsair »

I just browsed through the textures in the editor and must say its another fancy set mr. Evil ;]

One comment tho, quoting your readme file;

""(Find\Replace "/eX/" to "/yourmapname/""

Doing this will ignore the bold and underlined bit of the following;

"guide textures/eX/eXmetalBase01 generic_shader("eX/exmetalBase01")

I'd suggest find/replace "ex/ex" to "something/ex"
Techx
Posts: 16
Joined: Thu Jun 15, 2000 7:00 am

Post by Techx »

nice evil, been looking forward to these :icon31:
StormShadow
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Joined: Wed Feb 16, 2005 8:10 pm

Post by StormShadow »

awesome, as usual :)
cavefish
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Joined: Fri Mar 02, 2001 8:00 am

Post by cavefish »

arrgh... now I'm really pissed cuz I can't design for Q4 with this crappy slow PC.. with such nice textures available it's now even harder to sustain...
evillair
Posts: 65
Joined: Sat Oct 14, 2000 7:00 am

Post by evillair »

Thanks alot guys, glad you're liking them.

Hope you put them to good use. :)
[url=http://evillair.net/v4]evillair.net[/url]
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

I dont liek them, if i'm honest. I dont know why, they look the same as your other textures. A lot of detail but at the same time, way to bland. Its like rusted metal, but the rest has no depth. I could oforgive this on older textures with older engines but now you have local height and specular as well as diffuse to help you out...?

Get what i mean?
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Post by Fjoggs »

That's why they're perfect. Doesn't have to be used "like this or that".
o'dium
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Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Fjoggs wrote:That's why they're perfect. Doesn't have to be used "like this or that".
No, but they ARE used. Look for the rust. They seem toon-like, have no sense of depth. They look clean but are clearly not.
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Post by Fjoggs »

I can't tell how they look ingame from a preview screen. I just commented it after you said:

" I could oforgive this on older textures with older engines but now you have local height and specular as well as diffuse to help you out...?"

I've might have misunderstood your way of words though.
evillair
Posts: 65
Joined: Sat Oct 14, 2000 7:00 am

Post by evillair »

O'dium,
I understand what you mean and you're probably right, but, it doesn't really matter.
I learned my lesson with e6 that no one cares about the smaller details as long as the overall effect you're after is there.
The most important thing is the overall looks of the level once textured since when playing those details are lost.
With the (lack of) free time I have these days I decided to go less into details and just get something that I think is simple yet cool out there for those who appreciate it can use it.

I think most people are satisfied with the set so far and that's all that matters to me. I don't expect everyone to like anything I do; that's perfectly fine with me.

Thanks for the feedback.
[url=http://evillair.net/v4]evillair.net[/url]
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