AEcell - Cell Texture Pack - beta2 d/l

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
j3st3r
Posts: 97
Joined: Fri Oct 01, 2010 11:02 pm

Re: AEcell - Cell Texture Pack - beta2 d/l

Post by j3st3r »

Thank you for that, guess I was hoping for an easy button!
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: AEcell - Cell Texture Pack - beta2 d/l

Post by AEon »

Reupload of the texture set, will probably only work for 30 days, but for anyone interested here it is:

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AEcell - AEon's Cell Texture Pack - beta2
Details:
  • Texture pack expands evil lair's "template" texture set by about 200 new textures.
  • Textures are based on:
    • Q3A originals by id.
    • A few from evil lair's E8 set.
    • Quite a few new ones based on Tabun's tx_tabgen set (in :q2: / DOOM style).
    • And of course from Speedy's Andromeda set.
    Thanks go to these authors for letting me "trace" their textures.
  • Shaders included for all textures, i.e. JP, AP, fan, grates, lights, etc.
  • Texture set based on grey textures that can be recoloured via shaders.
  • Aside from the weapon/item spawn pads, added several new decals.
  • Using orange texture set version for GTKradiant preview.
Download:
    • AEcell_texpack_beta2.zip (2.48 MB) @ mediafire
      (Install: Unpack the .zip into your baseq3\ folder, read the .txt file for details.)
    • AEcell Demo Map: map-aecell_r06.zip (2.91 MB) @ mediafire
      (Install: Unpack the .zip into your baseq3\ folder.)
Feedback:
  • From my tests everything should work, but there are bound to be suggestions for improvements, especially the shaders will probably need to be optimized more, e.g.:
    • The lighting on the grates does not look that good.
    • The large round "window" lights (colored blend) could use some more "glow" like the other blend textures.
    • I am still using alphaFunc GE128 most of the time, this may need to be changed.
    Any suggestions appreciated.
Update:
  • I added my test map (aecell.bsp) for download as well. This lets potential mappers better check out how the textures actually look in a map. Plus it should be easier to experiment with recoloring via shaders.
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