My stock textures up for download!
My stock textures up for download!
HI all I'm not sure how much use can stock textures like these be to you guys but i guess you could put few of them to a good use.
I think there's around 200 diffuse maps in it, if i counted right.
All tile able, few only horizontally, mostly walls.
Here's the link to the download location. Send me feedback i f you want to.
I think there's around 200 diffuse maps in it, if i counted right.
All tile able, few only horizontally, mostly walls.
Here's the link to the download location. Send me feedback i f you want to.
Last edited by Rav3n on Mon Feb 06, 2012 8:01 am, edited 2 times in total.
Re: My texture pack up for download
nice will take a look when i get home. cheers!
Re: My texture pack up for download
A nice collection of materials, you should probably think about distributing them in smaller files (339Mb is crazy large) Also how did you generate the normal maps? (This is mostly a curiosity thing) Once I separated out the normal/spec/bump maps there was only 175 texture (not a problem, just an observation). I like some of the names (hideous_green_tile, horrible_green_tile) they are awesome, made me laugh. My only concern with them is that some of the items are scaled crazy large like a single tile - 512x512. I am sure someone will find a use for them thou.
Also you specify on your site that the textures can be used for whatever anyone wants, (personal, commercial) are you sure you can do that with all those assets? You have a long list of websites of where I assume you originally got them from, which makes me think they are not originally yours. Don't take this the wrong way, I am just asking because one of those sites might ask you the same question.
Anyway, awesome materials set, congrats on the release.
Also you specify on your site that the textures can be used for whatever anyone wants, (personal, commercial) are you sure you can do that with all those assets? You have a long list of websites of where I assume you originally got them from, which makes me think they are not originally yours. Don't take this the wrong way, I am just asking because one of those sites might ask you the same question.
Anyway, awesome materials set, congrats on the release.

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Re: My texture pack up for download
downloading, might use if I do a map with real-time lighting
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Re: My texture pack up for download
Normal maps are made with crazy bump and some required blending 2 different normal maps together in photoshop.sock wrote:A nice collection of materials, you should probably think about distributing them in smaller files (339Mb is crazy large) Also how did you generate the normal maps? (This is mostly a curiosity thing) Once I separated out the normal/spec/bump maps there was only 175 texture (not a problem, just an observation). I like some of the names (hideous_green_tile, horrible_green_tile) they are awesome, made me laugh. My only concern with them is that some of the items are scaled crazy large like a single tile - 512x512. I am sure someone will find a use for them thou.
Also you specify on your site that the textures can be used for whatever anyone wants, (personal, commercial) are you sure you can do that with all those assets? You have a long list of websites of where I assume you originally got them from, which makes me think they are not originally yours. Don't take this the wrong way, I am just asking because one of those sites might ask you the same question.
Anyway, awesome materials set, congrats on the release.
But like i stated those were not made with the original tech3 engine in mind but rather for a specific modified version of it, so if you use them; you use them at your own risk. I have no idea how they will behave under Q3.
I left all maps at their original size, some like those tiles you mentioned could have been smaller. However i decided to leave that decision to the mapper. They can be easily re-scaled to any desired size.
As for the license, technically 95% of those textures you could take and freely redistribute, they were submitted under the share alike license. Rest aren't under that license but under standard CC, remix and attribution license.
However they all down to the last one allow commercial and personal use.
The list of sites from which base images were drawn is probably 5 times longer than it should be.
I made a "base images" folder in which i saved only those base images i was 110% sure i can include in the pack.
What i didn't do is bookmark the sites where i got the base images from in their own bookmark folder. One mistake i will most definitely never repeat.
So in the end i just went through my bookmarks and copied all the texture sites i found. But i can guarantee that down to the last one are legitimate and free to use.
I don't mind the question. I was asked the same thing before, and find it to be perfectly normal, legitimate question.
EDIT*
You're right there's only 175 diffuse maps not 200. This is the original first upload not the updated pack i finished 2 days ago. i counted diffuse maps in the wrong texture pack. My bad, sorry about that.
Last edited by Rav3n on Thu Jan 26, 2012 10:20 pm, edited 1 time in total.
Re: My texture pack up for download
anyone go through all those links to get the download link to the pack yet?
Re: My texture pack up for download
I don't understand what is the problem.deqer wrote:anyone go through all those links to get the download link to the pack yet?
There is only one link to follow to an external site and when you open it you can see the word "DOWNLOAD" written in big blue letters. Click it and the download starts.
Re: My texture pack up for download
I didnt know where to download at first look. The huge "DOWNLOAD" looked like a headline for the following links that are placed under it.
Re: My texture pack up for download
OK I'll rename it to "CLICK TO DOWNLOAD THIS TEXTURE PACK" i that isn't a clear indicator what to click then i don;t know what isneoplan wrote:I didnt know where to download at first look. The huge "DOWNLOAD" looked like a headline for the following links that are placed under it.

Re: My texture pack up for download
Only those links below are misleading...
Re: My texture pack up for download
welcome to my ignore list deqer.
Re: My texture pack up for download
how about linking directly;
http://www.custommapmakers.org/storage/ ... 20pack2.7z
http://www.custommapmakers.org/storage/ ... 20pack2.7z
Re: My texture pack up for download
So I checked it, and its very raw indeed, not a texture set but a collection of materials of inconsistent scale and style.
Still useful, just have to pick some textures carefully and mix with some other set.
Still useful, just have to pick some textures carefully and mix with some other set.
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Re: My texture pack up for download
Since they are 1024x1024 I will use them for a retexturing project I'm on. Thanks for uploading them!
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Re: My texture pack up for download
You have a long list of websites of where I assume you originally got them from, which makes me think they are not originally yours. Don't take this the wrong way, I am just asking because one of those sites might ask you the same question.
yeah and god and his son satan might have beef with your usage of them when you arrive at the pearly gates
Re: My texture pack up for download
Could you elaborate this please?lightmill wrote:inconsistent scale and style.
Re: My texture pack up for download
What I think he means is that usually texture packs contain textures that all fit the same theme and look and are designed to be used together. I haven't looked at the contents of your pack, but I guess there's just a collection of random textures in there that don't match each other particularly well.
Re: My texture pack up for download
You have a "tile" folder and in it there's a dozen or so tile textures. No they are not same style. They vary from smooth bathroom like tiles to rough concrete tiles.Eraser wrote:What I think he means is that usually texture packs contain textures that all fit the same theme and look and are designed to be used together. I haven't looked at the contents of your pack, but I guess there's just a collection of random textures in there that don't match each other particularly well.
Those that expected a texture pack they can use to texture an entire map with it will be disappointed.
Re: My texture pack up for download
The style is selfexplaining I guess.
The scale issue: there supposed to be a consistent correlation between world scale and texture pixels, in quake (or any FPS game) especially. If you have a wall 1024pix that supposed to be about several times player hight (lets say 256 units) then you' d want to have 1024pix floor texture cover the same space of 256units. But in your pack some textures are zoomed-in details of materials or surfaces that would need to be fit into something like 32 or 64 units resulting in drastic pixel density difference and visible tiling compared to the other textures that would stretch over large surfaces (like the walls ones)
(You probably know that most map editors for FPS games use universal texture scale, 0.5 in Quake3 case, 0.25 in more "modern" games)
Hope it made sense.
The scale issue: there supposed to be a consistent correlation between world scale and texture pixels, in quake (or any FPS game) especially. If you have a wall 1024pix that supposed to be about several times player hight (lets say 256 units) then you' d want to have 1024pix floor texture cover the same space of 256units. But in your pack some textures are zoomed-in details of materials or surfaces that would need to be fit into something like 32 or 64 units resulting in drastic pixel density difference and visible tiling compared to the other textures that would stretch over large surfaces (like the walls ones)
(You probably know that most map editors for FPS games use universal texture scale, 0.5 in Quake3 case, 0.25 in more "modern" games)
Hope it made sense.
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Re: My texture pack up for download
Look here's how it goes. If you want to redistribute them like this then you have to use base images that are released under the appropriate license that allows you to redistribute a modified texture.lightmill wrote:The style is selfexplaining I guess.
The scale issue: there supposed to be a consistent correlation between world scale and texture pixels, in quake (or any FPS game) especially. If you have a wall 1024pix that supposed to be about several times player hight (lets say 256 units) then you' d want to have 1024pix floor texture cover the same space of 256units. But in your pack some textures are zoomed-in details of materials or surfaces that would need to be fit into something like 32 or 64 units resulting in drastic pixel density difference and visible tiling compared to the other textures that would stretch over large surfaces (like the walls ones)
(You probably know that most map editors for FPS games use universal texture scale, 0.5 in Quake3 case, 0.25 in more "modern" games)
Hope it made sense.
However 95% of all base images released are cover by modify and attribution but do not redistribute license.
So in the end it comes down to this. Will you use what you can find and have a relatively clean pack or use whatever you see and breach few dozen licenses.
Believe me if i could i would have gladly bulk downloaded cgtextures and make a first class high quality texture pack.
But i didn't and the pack is as it is. I know what you mean with that scale thing, however some scaling issues were unavoidable.
Re: My texture pack up for download
You seem rather defensive about this. I think lightmill is just trying to help with his opinion on how you might improve work on a well polished texture pack rather than just distributing stock textures. I'm inclined to agree with his thoughts so maybe you might want to take all this as constructive criticism.
Perhaps the confusion has to do with the label, "texture pack". I think most game developers think of a texture pack as a set of textures of a common theme, resolution, etc., that are well polished and ready to use in-game. I think the intent of your download is to create a set of "stock textures" that people can use as a basis for creating custom texture sets, but by no means are they polished and ready for final use.
Hope this clears stuff up.
Perhaps the confusion has to do with the label, "texture pack". I think most game developers think of a texture pack as a set of textures of a common theme, resolution, etc., that are well polished and ready to use in-game. I think the intent of your download is to create a set of "stock textures" that people can use as a basis for creating custom texture sets, but by no means are they polished and ready for final use.
Hope this clears stuff up.
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Re: My texture pack up for download
Why when someone tries to explain why something is as it is people say "why are you so defensive". I'm not being defensive I'm just answering questions and replying to comments.obsidian wrote:You seem rather defensive about this. I think lightmill is just trying to help with his opinion on how you might improve work on a well polished texture pack rather than just distributing stock textures. I'm inclined to agree with his thoughts so maybe you might want to take all this as constructive criticism.
Perhaps the confusion has to do with the label, "texture pack". I think most game developers think of a texture pack as a set of textures of a common theme, resolution, etc., that are well polished and ready to use in-game. I think the intent of your download is to create a set of "stock textures" that people can use as a basis for creating custom texture sets, but by no means are they polished and ready for final use.
Hope this clears stuff up.
Re: My stock textures up for download!
I was going to reply to this yesterday but it was a crazy day. I agree with all posters so far, this is not a level design texture pack but it is a material 'stock' pack. You are missing a lot of critical components that make it useful to a level designer.
The bread and butter of any texture pack is a trim textures. The stuff that goes over the detail, that skirts around the borders of a room or piping of a machine. Your texture contains just material, nice materials but simply stuff you have collected and made tileable. The trick is to take these assets and actually make something from them that can be useful to other designers.
The second components that all texture packs need is a theme, something that defines the style and most importantly has a consist colour palette. Nobody wants to paint their level in a mismatch of texture styles (unless of course they are crazy) they want stuff to work together. Textures have got to work together and feel like they belong. The palette is something that a level designer does not often worry about because the stuff they use is already been setup correctly.
The third component is scale, the pipe texture has got to be tileable and relevant in size to a huge concrete wall texture. As previously mentioned you do have single bathroom tiles the same size as a 6 foot wall. If you scale that bathroom tile down to the relevant size it will look odd because it will have no variety and not be any use. The textures need to be designed with a sense of scale that when they are used they automagically look right.
Also Rave3n you are indeed being very defensive and angry with people giving you feedback. Most forums would just not bother to reply and tell you what they think. Everyone here is giving you some good solid feedback, obviously you can ignore it but that is your choice.
The bread and butter of any texture pack is a trim textures. The stuff that goes over the detail, that skirts around the borders of a room or piping of a machine. Your texture contains just material, nice materials but simply stuff you have collected and made tileable. The trick is to take these assets and actually make something from them that can be useful to other designers.
The second components that all texture packs need is a theme, something that defines the style and most importantly has a consist colour palette. Nobody wants to paint their level in a mismatch of texture styles (unless of course they are crazy) they want stuff to work together. Textures have got to work together and feel like they belong. The palette is something that a level designer does not often worry about because the stuff they use is already been setup correctly.
The third component is scale, the pipe texture has got to be tileable and relevant in size to a huge concrete wall texture. As previously mentioned you do have single bathroom tiles the same size as a 6 foot wall. If you scale that bathroom tile down to the relevant size it will look odd because it will have no variety and not be any use. The textures need to be designed with a sense of scale that when they are used they automagically look right.
Also Rave3n you are indeed being very defensive and angry with people giving you feedback. Most forums would just not bother to reply and tell you what they think. Everyone here is giving you some good solid feedback, obviously you can ignore it but that is your choice.
Well he was evil, but he did build alot of roads. - Gogglor
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Re: My stock textures up for download!
Rav3n I think your textures are high quality already, just not all of them work together. I understand its hard to find many quality photo sources.
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