Industrial Texture Pack

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: Industrial Texture Pack

Post by AEon »

Sock,
are you OK with me uploading your sliced textures in TGA format? I added your readme to the files. Had to split it into 3 zips.
Ferrao10
Posts: 790
Joined: Mon May 03, 2010 2:35 pm

Re: Industrial Texture Pack

Post by Ferrao10 »

KittenIgnition wrote: Did I PM you for an incomplete version, then? Because if there was anything missing, I'd definitely like a more complete pack. Maybe when I'm done working on my QL stuff I'll cut up the colored ones. I don't have any kind of system to make it go very fast, so it's all done by manually selecting each quarter or sixteenth of a page and saving it as a separate file. Slow and boring, just the way I like it.
You have not contacted me, according to my PM box. You may want to rethink...
KittenIgnition
Posts: 252
Joined: Sun Nov 06, 2011 11:11 pm

Re: Industrial Texture Pack

Post by KittenIgnition »

Ferrao10 wrote:
KittenIgnition wrote: Did I PM you for an incomplete version, then? Because if there was anything missing, I'd definitely like a more complete pack. Maybe when I'm done working on my QL stuff I'll cut up the colored ones. I don't have any kind of system to make it go very fast, so it's all done by manually selecting each quarter or sixteenth of a page and saving it as a separate file. Slow and boring, just the way I like it.
You have not contacted me, according to my PM box. You may want to rethink...
Yeah I checked as soon as I wrote that message, I also have no messages with you. I thought I had, but if I didn't where did I get the package?
KittenIgnition
Posts: 252
Joined: Sun Nov 06, 2011 11:11 pm

Re: Industrial Texture Pack

Post by KittenIgnition »

Oh yeah, this texture pack was also used for dfwc2014-8 :D
fKd
Posts: 2478
Joined: Sat Jun 03, 2006 2:54 am
Location: Wellington
Contact:

Re: Industrial Texture Pack

Post by fKd »

I used it for my mapcore comp map as well :)
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: Industrial Texture Pack

Post by AEon »

So, Sock gave his OK to redistribute the textures.


Sock's Industrial Texture Pack "Sliced"

The base textures and all the three coloured metal textures from:
have been sliced into individual textures in TGA format. Files had to be spread out over three zip files (four texture folders per zip):
According to Mediafire, files will remain online for 30 days, after the last download.

Includes my shader for all lights, grates and glass. The textures are sorted into folders that follow Sock's naming convention.

Added several of my own textures, i.e. re-coloured versions of existing originals for pipes, crete walls, crates and hazard stipes. Here the included text file with the details:

[spoiler]

Code: Select all

Sock's Industrial Textures
-------------------------- sliced into pieces...

The original 1024x1024 px² images, contained in the archives

	tp_industrial_base1.zip
	tp_industrial_blue1.zip
	tp_industrial_green1.zip
	tp_industrial_orange1.zip

    from http://www.simonoc.com/pages/artwork/tp_industrial.htm,

have been sliced into individual textures for easier handling in GTKradiant.
E.g. to help reduce the number of unused textures, and simplify texture
alignment.

The textures adhere to Sock's original file names. When a 1024x1024 px²
texture was cut apart, the slices simply were numbered from top left to
bottom right. So it is quite simple to backtrack what textures belonged to
what original image.

I sorted the textures into folders, in keeping with Sock's texture naming:

	industrial_crate
	industrial_floor
	industrial_girder
	industrial_glass
	industrial_grid
	industrial_light
	industrial_mach
	industrial_panel
	industrial_pipe
	industrial_seam
	industrial_triangle
	industrial_wall

There are a total of 813 textures.


Additional new textures by AEon
-----------------------
I needed a few extra textures so there are newly created pipe textures,
based on Sock's original yellow version:

	industrial_pipe\met_pipe1a_bl.tga
	industrial_pipe\met_pipe1a_bo.tga
	industrial_pipe\met_pipe1a_g.tga
	industrial_pipe\met_pipe1a_r.tga
	industrial_pipe\met_pipe1b_01_bl.tga
	industrial_pipe\met_pipe1b_01_bo.tga
	industrial_pipe\met_pipe1b_01_g.tga
	industrial_pipe\met_pipe1b_01_r.tga
	industrial_pipe\met_pipe1b_02_bl.tga
	industrial_pipe\met_pipe1b_02_bo.tga
	industrial_pipe\met_pipe1b_02_g.tga
	industrial_pipe\met_pipe1b_02_r.tga

	Now also in orange, blue, green and red.

There is an orange version of Sock's original yellow hazard stripes as well:

	industrial_floor\met_hazard08_bo.tga
	industrial_floor\met_hazard16_bo.tga
	industrial_floor\met_hazard32_bo.tga

There is an orange version of Sock's original yellow arrows on the crates:

	industrial_crate\wood_crate1_01o.tga
	industrial_crate\wood_crate1_02o.tga
	industrial_crate\wood_crate1_03o.tga
	industrial_crate\wood_crate1_04o.tga

For the base yellow create wall I created additional colours:

	industrial_wall\concrete1_bl.tga
	industrial_wall\concrete1_g.tga
	industrial_wall\concrete1_o.tga
	industrial_wall\concrete1_r.tga
	industrial_wall\concrete2_bl.tga
	industrial_wall\concrete2_g.tga
	industrial_wall\concrete2_o.tga
	industrial_wall\concrete2_r.tga

	Now also in orange, blue, green and red.

Note: Since I edited Sock's original textures, any quality discrepancy in
these textures would solely fall onto me. So don't bug Sock about them ;).


Copyright
---------
For any copyright information see

  industrial_soc_readme.txt

I am providing my versions of Sock's textures as they are.

AEon (1/3/2015)
[/spoiler]

Hope all this works.
sock
Posts: 424
Joined: Sat Sep 09, 2000 7:00 am

Re: Industrial Texture Pack

Post by sock »

@Everyone, when pat posted a screenshot and people said it was retro I thought they were talking about the textures, my bad.

@PatH, I find it hard to believe that anyone would be intimidated by my work, there are plenty of things that could be improved in my maps. The industrial texture to me is just a bunch of materials, concrete, metal and fixtures. I would recommend a quick google image search of "abandoned Russian factories" for ideas on a cool landmark to create. A good example map of a solid theme and use of raw materials is McSarge by cityy. The map has some amazing details wrapped around a cool layout.

I can certainly understand the frustration that many have had with the texture layout, (being large sheets) but that is because I stopped creating brushwork only Q3 maps a long time ago. Once I learned of ASE models I loved the idea of them because you get better control over texture alignment, fantastic rotation opportunities and simplified clipping. Also large texture sheets are better for GPU throughput, but that is a minor technical thing nowadays.

I suppose the trick with these kind of textures is to get to the theme and prefabs right first, the textures are not highly details and they work best when the brushwork shape and form is more interesting.
Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
Ferrao10
Posts: 790
Joined: Mon May 03, 2010 2:35 pm

Re: Industrial Texture Pack

Post by Ferrao10 »

That's pretty awesome AEon.
Thanks a bunch. I'd have prefered different folders; like trim, support, but whatever. One can and should be able to adapt to different logics ;).

I would suggest anyone who downloaded my pack, go delete it, asap. AEon's has all the stuff I had covered and much more. Keeping both in circulation could lead to naming cnflicts. I tried to verify but it is just easier if you just forget about my pack alltogether and go on with AEon's. I'll delete my pack from mediafire as of now.
Speaking so... AEon, why didn't you contact me those 2.5 years ago? We could have done this together? :P

I have been experimenting with the tex's for all this time and I absolutely agree with what Sock says: These textures complement rich brushwork but they can't make boring brushwork look more interesting.
It's a set for detail-lovers, I suppose.
User avatar
Theftbot
Posts: 483
Joined: Thu Oct 08, 2009 4:03 am

Re: Industrial Texture Pack

Post by Theftbot »

When I meant source into images I meant layers from source into seperate images
Ferrao10
Posts: 790
Joined: Mon May 03, 2010 2:35 pm

Re: Industrial Texture Pack

Post by Ferrao10 »

Theftbot, just ask Sock about it directly, hmm ?
His contact is in his signature or you may use the Personel Message System of this board.
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: Industrial Texture Pack

Post by AEon »

Ferrao10,

I looked at your post from back then, and wanted all textures cut up... and I probably actually started to do this 2.5 years ago. But then go detracted... had about 70% done.

I also noted your better folder naming... alas I did not see myself able to guess what goes where, so I used the names Sock defined to sort them out. Alas the sorting is pretty pointless when trying to decide what to choose for a new map. I put all textures in my map's texture folder, i.e. textures\aeblocks\ since that can be loaded without hassle in Radiant... and is kinda neater for the .pk3... so yeah... my texture folders are not really that useful. I develop into a .pk3 from the very start so always have a working package. And textures\aeblocks\industrial_floor\ would not work when texture selecting in Radiant (at least id did not for me).
Ferrao10
Posts: 790
Joined: Mon May 03, 2010 2:35 pm

Re: Industrial Texture Pack

Post by Ferrao10 »

Don't worry Aeon.
I pulled my sorting from EvilLairs and Socks classic naming; mach, mat, etc. Trim, Support would have helped to identify horizontal, vertical textures.
But this pack is a wild card, I had difficulties myself on where to put certain things. You did a good job, imo.
phantazm11
Posts: 362
Joined: Tue Jan 31, 2006 12:03 am

Re: Industrial Texture Pack

Post by phantazm11 »

I can certainly understand the frustration that many have had with the texture layout, (being large sheets) but that is because I stopped creating brushwork only Q3 maps a long time ago. Once I learned of ASE models I loved the idea of them because you get better control over texture alignment, fantastic rotation opportunities and simplified clipping. Also large texture sheets are better for GPU throughput, but that is a minor technical thing nowadays.
Could you expand on this a little bit? Are you talking about applying sections of your large texture sheets to the model itself in your 3d application? Everything I find concerning texturing models has to do with unwrapping a UV map and then painting the texture from that.

Just wondering if I'm missing an easier way to texture models that are more complex than the terrain I have been creating using UV projections.
User avatar
Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Re: Industrial Texture Pack

Post by Hipshot »

I'm guessing he means that he makes the atlas so he can unwrap it on a model better. Since he's using models for his details in levels instead of brushes(?).
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
phantazm11
Posts: 362
Joined: Tue Jan 31, 2006 12:03 am

Re: Industrial Texture Pack

Post by phantazm11 »

I was hoping for an easier way (I hate UV mapping)

I was just curious because I have heard that in Modo there are plugins where you can texture the model in almost the same way you can brushwork in Radiant. I was hoping for something similar in Max.

...Going back in reading the comment he made, I'm guessing he is actually talking about rotation of the model itself inside Radiant, and not texture rotation abilities.
User avatar
Theftbot
Posts: 483
Joined: Thu Oct 08, 2009 4:03 am

Re: Industrial Texture Pack

Post by Theftbot »

Blender has a uv project modifier that projects uv exactly like q3/brushes either orthographic/perspective!

Seems that alot dont like uv editing seems pretty cake'ish to me!
User avatar
Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Re: Industrial Texture Pack

Post by Hipshot »

I don't have an issue with uvwrapping either, especially if it comes to squareish things, it's really not that difficult.

@ Phant, there are probably several plugins and stand alone apps that can make uvmapping like in radiant or whatever. But if you just want a textrue on a face easy in max, just do a box unwrap and set it to 256 or 128 or whatever. Like this, it's a one second job really.
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
phantazm11
Posts: 362
Joined: Tue Jan 31, 2006 12:03 am

Re: Industrial Texture Pack

Post by phantazm11 »

Yeah, simple box or squarish things are not really a problem. I've lately been doing more complex models though, and the more complex you get, of course, the harder it is to unwrap.

I'll get into it though. As far as uv mapping goes, I just need to transfer my knowledge of using morph targets in Lightwave to traditional unwrapping techniques in 3dsMax. I was just hoping to speed things up a bit.
sock
Posts: 424
Joined: Sat Sep 09, 2000 7:00 am

Re: Industrial Texture Pack

Post by sock »

phantazm11 wrote:Could you expand on this a little bit? Are you talking about applying sections of your large texture sheets to the model itself in your 3d application? Everything I find concerning texturing models has to do with unwrapping a UV map and then painting the texture from that.
I know this is going to sound bonkers, but I created a lot of models for my Edge of Forever map by using patches. I setup a bunch of patches with flat (top down) projection and then I moved / twisted the patches into place creating the objects I wanted. I tweaked any patch problems, exported to ASE and then duplicated/rotated the ASE model around the map. Often maps have components that are identical and constantly re-creating them from brushwork is time consuming. Also map layouts often change and being able to move around or tweak ASE components for the whole map is really useful. Buried in the source file download for Edge of Forever is all my ASE models (including their source) if you are curious.

Another cool advantage for ASE models is the default no clip hull. This can be an issue with extremely large maps because you can hit the clip hull limit and the map stops working. ASE models are perfect for vista/distance stuff that the player is never going to reach, this was something I used a lot for my Edge of Forever map when looking through the portal.

Probably my favourite thing about ASE models is that they can be compounded together which makes any updates or tweaks to them extremely quick and easy with some creative batch file use. Due to the fact Q3map2 has an ASE exporter most prefab architecture can easily be created in the editor without having to go near any modelling package.

I am surprised not many mappers use ASE models in Quake3, my Edge of Forever map would have been impossible to create without them and my concept map, the Bridge Crane is over 75% made of models (290 to be exact). Using ASE models is pretty much where level design is nowadays, brushwork caulk hulls jammed full of prefab models.
Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
User avatar
Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Re: Industrial Texture Pack

Post by Hipshot »

I don't think many mappers uses it cause they are unaware that it's so simple to create them AND they might think those were made in a modelin' app.
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
User avatar
Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Re: Industrial Texture Pack

Post by Hipshot »

Also, if models are made to look like brush geo, but used to create nice rotations etc, it can be difficult to spot and could be mistaken for very well made brushwork.
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
sock
Posts: 424
Joined: Sat Sep 09, 2000 7:00 am

Re: Industrial Texture Pack

Post by sock »

Hipshot wrote:Also, if models are made to look like brush geo, but used to create nice rotations etc, it can be difficult to spot and could be mistaken for very well made brushwork.
Yeah, this is exactly what is a happening with my Edge of Forever map. I did not have (at the start of the project) a modelling package and decided to use the editor instead. I know this is really going off topic but here is a quick example screenshot and brief explanation.

[lvlshot]http://www.simonoc.com/images/articles/asemodel_bookcase.jpg[/lvlshot]

The books throughout the map are ASE models and bookcase's and piles of books are compounded versions. I started with a simple book made from patches which I had to scale up really large because patches don't go lower than 1 grid size. Once I had the basic book shape I then used various q3map2 compiler switches to scale, rotate and texture remap the books into large models (bookcases). Would anyone want to see this step by step explained in a tutorial?
Last edited by AEon on Sat Jan 10, 2015 4:51 pm, edited 1 time in total.
Reason: lvlshot'ed the image
Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
User avatar
Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Re: Industrial Texture Pack

Post by Hipshot »

Q3 is the issue with this method, the game, level designers and the players don't usually care about this kind of detail. But it makes a ton of difference in overall quality.

But I think it would be great if you wrote down a tutorial about it - it might inspire others to do what you've done!

I do all my more "complex" models (not planks and boxes) in max, I just find it, easier and safer and I think people should start looking into learning low-poly modeling, as others have said, it's kinda what you do now days and have been doing for years in level design.

Valve's gonna mix in Source 2s Hammer with blender even.
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
User avatar
Theftbot
Posts: 483
Joined: Thu Oct 08, 2009 4:03 am

Re: Industrial Texture Pack

Post by Theftbot »

Pretty simple stuff.
Pat Howard
Posts: 494
Joined: Tue Mar 31, 2009 11:14 am

Re: Industrial Texture Pack

Post by Pat Howard »

in the past, i've many used models for "floating" stuff that isn't embedded in my maps brushwork, e.g. crates or bookcases. i really should start expanding my approach to use them all over the place, especially now that my style is getting more modular. just the fact that the textures are locked during rotations and you can update every instance of your model from one source file is priceless. the face that radiant doesn't actually lock textures perfectly for brushes during rotations is probably the bug that drives me more crazy than anything else :cry:
Post Reply