Grungification - The Art Of Making A Mess

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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o'dium
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Joined: Sun Mar 25, 2001 8:00 am

Grungification - The Art Of Making A Mess

Post by o'dium »

While I started this thread on our Blur forums, feel free to post here or there, up to you. I created the thread as a test to see how I can mess up OverDose so that the levels feel more real instead of looking so clean. Even though the tutorial is for OverDose, the actual feature set is pretty much like Quake 4/Doom 3 so the tutorials and even the materials should all work fine. Take a look anyways, its free to view:

http://www.quake2evolved.com/blurforum/ ... genumber=1
MegaMan44
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Post by MegaMan44 »

bah, grungification isn't a word :) - or a buzzword.

It'd be cool if you could release those dirt textures at some near point in the future, im working on stuff that could use 'em ;)
surgeon62
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Post by surgeon62 »

Wow o'dium, you are getting some great stuff there. This reminds me of something we used to do with sequencing music. You would take an arpeggio of 8 measures and loop it. Then you would take another one of 7 or 9 measures (or both) and lay it on top of the first one. The sequences are all looping, but the offset in measures causes "random" patterns to be formed (Sonic Clang might relate to this kind of thing). I never thought of this concept being applied to texturing. I am nowhere near having the skills to use this, but seeing the possibilities keeps me going.

Keep up the good work.
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Pext
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Post by Pext »

hm... maybe adding a second dirt layer might make it look even more random

~ i think a size ratio of 13/19 would be best
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Foo
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Post by Foo »

That's some good information, od.

Pext, I would imagine you're right (about the second layer of dirt) but the performance impact would start getting even heavier while the benefit got less pronounced?
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o'dium
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Post by o'dium »

Yeah. Adding another larger layer isn't really needed as it will bog down performance a bit more on larger surfaces, because it needs another pass.
obsidian
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Post by obsidian »

Yup, I've been doing this for a while in Q3. Works great for terrain surfaces since the large surface area of terrain would otherwise result in a large amount of tiling.

Good to see a tutorial for it though.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
o'dium
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Post by o'dium »

Yeah its fantastic for terrain, because when your float out the close detail gets mipmapped out anyway, so it becomes detailed again. However on terrain it can be quite expensive.
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