Decals for Q3A - Rust, ... ?

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sock
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Re: Decals for Q3A - Rust, ... ?

Post by sock »

@Aeon, the blue tint to most of the decal textures is because they have been inverted. It got me puzzled for a while as well because I could not understand where the colour was being stored. (red blood splats are blue with white background)

@Tabun, sorry about the nick mixup, I was not paying attention, should of used quote function. I will go out tomorrow and try to get some new photo source images. It seems the source images Ive got are not that good. It certainly cool to see how you have done it, thanks for sharing. :up:
Well he was evil, but he did build alot of roads. - Gogglor
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obsidian
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Re: Decals for Q3A - Rust, ... ?

Post by obsidian »

AEon wrote:What I wonder about is the last texture, the final decal... it is blueish... now how does that look in-game?
obsidian wrote:The first one is an inverse multiplicative blend with the RGB of the image inverted. This makes it fog friendly. Otherwise you can use a normal multiplicative blend if you have no fog/water.
AEon doesn't pay me any attention. Not feeling the love here. :tear:
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AEon
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Re: Decals for Q3A - Rust, ... ?

Post by AEon »

obsidian wrote:AEon doesn't pay me any attention. Not feeling the love here. :tear:
Waves :)... your original post was about two weeks old, and I had simply forgotten about the info, alas.
obsidian
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Re: Decals for Q3A - Rust, ... ?

Post by obsidian »

So it's a date? (Oh, what to wear!?!?)
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AEon
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Re: Decals for Q3A - Rust, ... ?

Post by AEon »

This tutorial should help separate the useful decal parts in real-world images:
(This for the folks that don't use PS that often, but want to look into the decal matter)
AEon
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Simple Patch Mesh vs. Brush & nodraw

Post by AEon »

I recently noted that some folks use simple patch meshes to place their decals on, that surprised me a bit, because I usually use a brush with all faces covered with nodraw and the final face with the decal.

Is there some penalty involved when using the nodraw/brush variant?

I am aware that patches allow for better texture alignment control in relation to stretching and other deformations, whereas a brush face will very quickly make a proper alignment impossible.
Tabun
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Re: Decals for Q3A - Rust, ... ?

Post by Tabun »

I have no special reason to use patches for my decals so far -- not doing any weird shaping, so there's no advantage in that. I guess I just automatically took the road that didn't involve having two brushes overlap..
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AEon
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Re: Decals for Q3A - Rust, ... ?

Post by AEon »

Tabun wrote:As per Aeon's request, here is a small batch of my home-made decals (most of which used in tabq1dm5): tab_decals_a.zip
Shaders need editing, but it's all pretty straightforward. This set uses Obsidian's reversed multiply shader.
Edit: license-free material, use freely -- but please give credit where due.
Will be using your decals in AEdm7... might have to recolor some of them though... once they are in the map I'll post a few shots.

I had the distinct deja vu of having used decals in this map before, and indeed that was for the Quake IV version :owned:
jal_
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Re: Decals for Q3A - Rust, ... ?

Post by jal_ »

Tabun wrote: @jal_: That decal effect doesn't look very good to me (and I don't think it's just the Tron-style that does that ;)).
There's nothing wrong with the decal itself. It's just wrong to use a decal to make a corner, and that's what the shot shows.
Tabun
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Re: Decals for Q3A - Rust, ... ?

Post by Tabun »

Hmm, the whole plan of having a lot of people join in and contribute to a huge decal library never really got off to a good start, has it? ... ;]
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AEon
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Re: Decals for Q3A - Rust, ... ?

Post by AEon »

Alas only yours and those I created for AEcell... so far.

One could "go into" all the maps out there, ask the folks for permission and collect all the decals plus shaders into one convenient pack, sorted by decal theme.
sock
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Re: Decals for Q3A - Rust, ... ?

Post by sock »

I recently registered with cgtextures and they do have a license agreement and a FAQ. If you use CGtexture resources (regardless of how much you modify them) you have to be careful how you distribute them.

FAQ: http://www.cgtextures.com/content.php?action=faq
License: http://www.cgtextures.com/content.php?action=license

Things to take note on: (from the FAQ page)

I've used some of the textures to create a map for a computer game. Can I distribute this map?
Yes, if the textures are used in the map you are allowed bundle them and distribute it as a package.
Please add the following text in the documentation of the map:

"One or more textures on this map have been created with images from CGTextures.com. These images may not be redistributed by default, please visit http://www.cgtextures.com for more information."

Can I put some of your textures on my own website?
Redistribution of the textures by itself is not allowed. Please keep the textures in one place (this site). That way everybody knows where they come from and what the license terms are.

You can re-distribute the decal textures if they are part of something but you cannot just simply collect them into one big pak file and distribute them seperate. If you make a huge decal collection including stuff from CGTextures then you will be breaking their license agreement.

Do these textures fall under an Open Source license?
No. These textures fall under the CGTextures License.

Can I use these textures in my Open Source (Creative Commons, GPL, etc) project?
No, unfortunately the textures cannot be used in Open Source projects because the licenses are not compatible. Allmost all Open Source licenses allow redistribution of the materials, which is not allowed for these textures.

Most of the mapping/mod world is CC or GPL license, so this is bad news for a lot of MODs that might want to use these assets because you cannot re-distribute them with another license. :tear:
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AEon
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Re: Decals for Q3A - Rust, ... ?

Post by AEon »

Sock,
thanks for clearing this up. Ironic... I always had a bad feeling about textures from "other" sources, and now it's clear why.

I had not planned to actually directly use their textures at all. But modified textures also seem to be problematic (i.e. used as source material). That would specifically mean some (most?) of Tabun's decals are problematic :(.

At least we can use them in maps, but will need to add the "credit" text .
Tabun
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Re: Decals for Q3A - Rust, ... ?

Post by Tabun »

Looks to me like it's only problematic for mod teams and professional developers. Those should have access to their own dev. databases and resource kits anyway.

I'm used to people stealing just about everything I've ever done for Generations Arena, whereas people seem to be very conscientious about the material I am sharing (even if it is with use of licensed resources). Odd. :]
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cityy
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Re: Decals for Q3A - Rust, ... ?

Post by cityy »

I just started looking into these textures. Wroks pretty well on floors for me but can you also use these decals on walls? I am sure AEon did it - that means there is something I am not getting right here... :owned:

Thats what I did:

[lvlshot]http://img707.imageshack.us/img707/5030/decals.jpg[/lvlshot]

I coverd the brush with the nowdraw texture and the "wall-side" with the decal texture - the ingame result looks like I would look into the skybox.
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Hipshot
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Re: Decals for Q3A - Rust, ... ?

Post by Hipshot »

You can use them on any angle.
Though, why you would wanna place it like that, I don't understand...
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AEon
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Re: Decals for Q3A - Rust, ... ?

Post by AEon »

What you will want to do with walls:
  • Create a wall (brush), cover it with some "base" texture... e.g. crete.
  • Create a detail brush, all sides, but the "top" face with nodraw, then place it on the wall, covering as much as you want to cover with the decal.

    Alternative... you could also use a simple patch mesh, and place the decal on that (Note this requires avoiding sparklies though).
  • Adjust the alignment, e.g. Shift+B to fit the texture.
My guess is you are using a decal on a caulk textured brush, and since the decal normally does not cover the wall completely - it is partially transparent after all - you are seeing into the void.

Note: Decals work more or less well in-editor. So in-editor the texture may be black/non-transparent, but in-game it will be transparent. GTKradiant v1.4 is pretty good in this respect, v1.5 is really bad at showing transparency and decal previews.
cityy
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Re: Decals for Q3A - Rust, ... ?

Post by cityy »

I just want to make the wall look dirtäy :cool:

[lvlshot]http://img300.imageshack.us/img300/6991/shot0000c.jpg[/lvlshot]

Thats what it looks like in game. What am I doing wrong?

Edit:
Create a detail brush, all sides, but the "top" face with nodraw, then place it on the wall, covering as much as you want to cover with the decal.
Thats what I did - doesnt work :S
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InsaneKid
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Re: Decals for Q3A - Rust, ... ?

Post by InsaneKid »

lay ur decal thin over the wall
(texturize the surface of the nodrawBrush as usual).

Image

like a sticker! or a washable tattoo!
Last edited by InsaneKid on Sun Dec 20, 2009 7:40 pm, edited 1 time in total.
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cityy
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Re: Decals for Q3A - Rust, ... ?

Post by cityy »

Ok, I got it. Same method as before but now it works (Oo ?????). Don't ask me how I did that...

btw: Tabun, thank you for sharing your textures =)
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CZghost
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Re: Decals for Q3A - Rust, ... ?

Post by CZghost »

Sorry for reviving dead topic, but I'm speaking to tabun:
Can you make your decal textures hi-res? :) I mean, again go to sources, but this time try to make it larger and more detailed - sure I can do it on my own, but without knowing the sources, I could do only few of them (especially blood splatters). I don't say that the old decal set is bad, just it needs a little bit of upgrade, in age of hi-res textures :D
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