Q3A broar_tex1 texturepack

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
broar
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Q3A broar_tex1 texturepack

Post by broar »

Hi everyone...
I made a texturepack for Quake3.

Image

Get it >here<
It´s released under the GPL.
wattro
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Post by wattro »

ace!
ALMighty
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Post by ALMighty »

Nice textures! Are you a level designer? Maybe you should create a test level in that case, to show it off. :)
Anwulf
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Post by Anwulf »

I'd say this is a good auxiliary texture set which could be incorporated with others, but it's incomplete in itself. You need more floor textures; lights; trims; you need to add JP and launch pad textures to match the rest of the set. You might also consider CTF/team play textures and decorative elements such as banners.

Also, you need textures like b_wood_crate and b_wood_crate_full without the hazard stripes or gauntlet logo which have the metal trim top and bottom. In other words, b_wood_trim_bottom and ~_top don't match up with these textures because the metal trim is absent. I could add another brush, although I'd more likely create a texture with the metal trim at the top and bottom.

Same is also true of the b_concrete textures, although that seems to be more a case of having a decent range of trims to disguise awkward junctions.

I like what I see, but the pack needs to offer a greater range of textures to be really useful.
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Foo
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Re: Q3A broar_tex1 texturepack

Post by Foo »

broar wrote:Get it >here<
It´s released under the GPL.
I applaud your good intentions in releasing under this license, but technically you can't release media under a GPL license as its designed for software and doesn't cover media files adequately. The equivalent licenses for media files can be found at http://creativecommons.org/

Hope this helps!
dichtfux
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Re: Q3A broar_tex1 texturepack

Post by dichtfux »

Foo wrote: ...technically you can't release media under a GPL license as its designed for software and doesn't cover media files adequately.
I see your point and agree with you on the point that it doesn't really fit, but there was an idea behind choosing the GPL.

We (broar and me) are currently discussing this issue though and thinking about re-releasing the textures under a dual-license (GPL or CC, take what you prefer, similar to the dual-license of libqt) to circumvent other difficulties with the GPL.

The reason why we wanted to make the license the GPL was mainly to allow the openarena guys to use these textures, too. But they don't seem very thankful about that idea anyways it seems to me. Maybe we'll just drop the GPL idea then and change the license to some CC stuff.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
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Foo
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Post by Foo »

OpenArena's a bit of a joke TBH. Cheapalert is more interested in creating pornographic gargoyle models and getting them into the game than he is in creating a truly open version of Q3 that would benefit people without the aforementioned gargoyle cock fetish. Sadly.

Anyway, rant over. If it benefits you to know, the GPL can be used for code while CC licensing is used for Media alongside the code, and they're compatable. That is to say, you can license under CC and have that media available for use within a GPL project.

Obligitary 'I am not a lawyer' statement is implied, of course.
broar
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Post by broar »

You need more floor textures; lights; trims; you need to add JP and launch pad textures to match the rest of the set.
You are right. I´m planing to expand this pack in near future. What you see is two days work and my first released textures ever. I wanted response as early as possible to fit it to the needs of you guys.
By the way - would it be of use to have a model provided with the jumpad texture?

I resume:

-decent range of trims
-set of maps to do a crate
-different lights with shader variations
-jumppad
-CTF variations
-broar banner :dork: (it´s me, me!)
broar
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Post by broar »

Cheapalert is more interested in creating pornographic gargoyle models...

:icon25:
dichtfux
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Post by dichtfux »

Foo wrote:OpenArena's a bit of a joke TBH. Cheapalert is more interested in creating pornographic gargoyle models and getting them into the game than he is in creating a truly open version of Q3 that would benefit people without the aforementioned gargoyle cock fetish. Sadly.
gargoyle cock fetish! LOL! :olo:
Foo wrote: If it benefits you to know, the GPL can be used for code while CC licensing is used for Media alongside the code, and they're compatable.
Nice to know. I'll have a closer look at the CC licenses then (seems to me as if the gargoyle-pron people also aren't aware of this).

EDIT: Thanks foo, we've had a look at the CC licenses and broar decided to choose one of them, this suits much better.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
broar
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Post by broar »

Hey, foo -
the newest issue of gaygoyle!

Image
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Foo
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Post by Foo »

Oh sweet christ

back on topic, the tex set is really nice, I hope you find time to expand on it and round out the set. As it stands there's still a lot that could be done with it and it'd blend well with existing tech sets. A set of step segments based on that floor would be my pick...
Kaz
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Post by Kaz »

Do you think you could post your clang-floor pattern? I can never figure out how to make a proper tiling one. :)
broar
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Post by broar »

Errr...
I´m currently stuck in some "garbage in = garbage out" problem. :puke:
Does anyone know good and free online image rescources?

The clang-floor pattern is made of a digicam pic.
Yes - these things also exist in reality. :dork:
It´s all good ps filter -> offset & stamp tool.
Want a bigger/better wacom...

Nice haVoc project - Kaz!
Do you need a vector path mask of a tiling clang-floor?
dichtfux
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Post by dichtfux »

Final note on that licensing shit: license has been changed to a dual-licensed "GPL or CC"-thingie in case anyone in here cares.

The discussion overat the OA forums were quite a headache... :puke:

Just do me a favor and do NOT use the word "license" in this thread from here on.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
Kaz
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Post by Kaz »

broar wrote: Nice haVoc project - Kaz!
Do you need a vector path mask of a tiling clang-floor?
Thx ;)

Yeah that'd be excellent if you could provide one
xgo
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Post by xgo »

gj man [+]
what tools do u use to make those?
i tried once with ps9 :P nothing good came out
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Survivor
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Post by Survivor »

I always tile my stuff by hand. Just paste the photo, counterplace so

ab = dc
cd = ba

and then clean up the center again. But this takes a whole lot of time and works best with complicated patterns where there isn't much regularity.

Like this one.
Image

Was going to use it in a map for tremulous but thought better of it. Might finish it with some broken/undone tiles on top of it for possible future use.
broar
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Post by broar »

New stuff´s up.

I expanded the textureset.
The jumppad turned out quite simple, so i didn´t made a model for it. Maybe next time.
Most textures need downscaling in radiant since they are in pixelsizes of 256x256.
Is there still anything i forgot or that is needed?
what tools do u use to make those?
Coffee & photoshop.
maz0r
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Post by maz0r »

what's always needed: more variety :D

more and different light textures would be awesome. ah and dont forget more trim :)
broar
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Post by broar »

I realize that there is never enough trim..
Ok - i´ll do some lights and new trim tomorrow. :icon29:

Weeeeeekend. Time for computer craphics. Like any day.
maz0r
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Post by maz0r »

Give us moooooooooooooooooooooooore :D
more precious!
broar
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Post by broar »

Image
corsair
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Post by corsair »

Nice textures you got there, just took a quick look at the pack.
First thing I noticed is (didn't check 100% tho) that you haven't got any textures larger than 256². Especialy the b_stone texture, if you'd ask me, would be alot more useful if it were 512². I don't ofcourse know why you've chosen to make it as 'small' as it is now, but if you do have a larger master of the texture, I'd surely say bollox to filesize, and hail to more detail. Keeping down filesize of content for an aged game isn't really as important as it was when quake3 was still new, seeing half the world is on dsl these days.
broar
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Post by broar »

Ermm, ...
The most textures are besed on "notsogood" free digital image reference i found in the web. These pictures look ok at the beginning but most times theres some ugly grain hidden in darker parts. One way to get something nice out of it is to scale it down.
The b_stone source file was a good pic. Crisp sharp, well lit, no lens distortion.
A 512² version is part of tonights action.
And, Kaz, i didtn forgot the tileable clang_floor mask. I just didnt found time for it yet.
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