Page 6 of 6
Re: AEcell - Cell Texture Pack - beta2 d/l
Posted: Mon Mar 21, 2011 5:47 pm
by j3st3r
Thank you for that, guess I was hoping for an easy button!
Re: AEcell - Cell Texture Pack - beta2 d/l
Posted: Mon Mar 02, 2015 9:48 am
by AEon
Reupload of the texture set, will probably only work for 30 days, but for anyone interested here it is:
--
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
/ 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.