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Posted by metlslime on 2002/12/23 18:27:46 |
This is the place to post screenshots of your upcoming masterpiece and get criticism, or just have people implore you to finish it. You should also use this thread to post beta versions of your maps.
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Username: quaketastic
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#11490 posted by Spiney on 2014/08/16 20:58:03
Oh hey ptoing, remember you from Apedogs and Unit16 when I used to lurk there a couple of years back. I have no doubts those textures are going to go out like hotcakes :]
#11491 posted by ptoing on 2014/08/16 21:00:12
Hah, small world.
#11492 posted by ptoing on 2014/08/17 04:26:46
Some more stuff. Maybe I should make an own thread for this? And yes, I plan on doing colour variants of probably most of the textures. Or at least for the ones where it makes sense.
https://dl.dropboxusercontent.com/u/15588722/post/func_msg/runicanimals.png
#11493 posted by necros on 2014/08/17 17:49:10
the top row looks the best. like bronze or something... would be cool if there was some teal/green in there like the id *cop* textures.
#11494 posted by ptoing on 2014/08/17 18:35:30
Yeah, teal/green could be nice. So far I am very much still in an experimental phase, seeing which colours work together well. Top row looking best I would say is highly subjective, thought I quite like it myself.
I think that it will heavily depend on the surrounding textures used and as such I will have variants of almost all textures in my pack. a) because it's easy and b) mappers will have a lot more variety to choose from to give accents to their maps or use it for stuff like secrets, hints and the like.
Oh btw, I have not tried this yet, but I take it max amount of animations for a texture is 10? +0 to +9?
#11495 posted by Spirit on 2014/08/17 20:01:21
Are those too small? I would have expected twice the size (or maybe map editors always scale up textures?)
#11496 posted by ptoing on 2014/08/17 20:24:36
Those rune animal ones are 32x32, which is the size of the red rune textures in quake for example. I will probably make combinations of different ones as well, and have them as single ones too.
Most textures in Quake are 64x64 actually, I will probably go more towards 128x128 for walls since that will allow for more variation on bricks and such. And it's not too much more work.
But yeah, I think I will make a new thread for this and post my updates there. Don't wanna clog up this thread.
This Is A WIP Thread
so if it it's WIP then it's the right place to post. It will be nice to see a new texture set... shame it's not purple (we're dying for a purple set here!)
Func Threads Are More For Large Discussions
#11498 posted by Lunaran on 2014/08/17 22:29:13
ie flamewars
Damn Straight
#11499 posted by SleepwalkR on 2014/08/17 22:33:50
#11500 posted by ptoing on 2014/08/17 23:05:16
Fifth: There will be purple variants. VARIANTS OF EVERYTHING! I reckon that I will have over 1000 textures when this is done. Because variants are quick. Like make a brick texture. Make a banged up variant, make an even more banged up variant. That is 3 textures.
And then 5 or 6 colour variants of each of those and potentially mixes where you combine 2 or 3 coloured bricks into one texture for more funky kinda layouts, which would already be 15-20 textures from one basic brick texture alone.
And again, yes, purple will be available, I promise :)
So I Was Wondering
#11501 posted by ptoing on 2014/08/18 00:21:50
Just made a 128x128 brick texture and then made 9 really quick brightness variants. This is really easy to do and surface colour vs lighting in the level is something to take into account.
https://dl.dropboxusercontent.com/u/15588722/post/func_msg/brickgradient.png
But I was wondering if this would be a bit overkill. Because once I do other colours (not every ramp is as stretchable as the browns) and stuff like mossy variants and so on it will quickly go to 100 variants for this single texture alone.
This also makes me wonder how to best organise the wad file. It is probably best to break it up into several wads. Question is how exactly. Theme makes sense. Base, Metal, Medieval, Runic and so on. But the question is whether to break it up into colour sub wads or what. Suggestions are welcome.
Ptoing...
are you a god damn wizard. How did you make a 21 colour texture look 24 bit? Like seriously?
Also, careful with the last 2 lines of the quake palette, if you didn't already know the last 2 lines are reserved for full brights. (just checked and I'm sure you've avoided this problem anyway but still)
As for texture organisation, just make sure you name the textures well. Like wall1, wall2, wall3, trim1, trim2, trim3, light1, light2, light3 etc etc.
My 2c
#11503 posted by DaZ on 2014/08/18 00:35:57
I think 8 different shades of the same texture is overkill. 3 is probably the sweet spot (bright, middling, dim) as level designers can then use the three shades to make cool shapes.
I would rather see variations of the texture with different trims, misc small details like blood, scorch marks, etc as then level designers can also incorporate those elements of the textures into the game play of the map.
Textures do look great though!
#11504 posted by ptoing on 2014/08/18 00:38:01
Hehe, Thanks. And yeah, I am aware of all the ins and outs of the Quake palette, colormap and so forth. I actually have 2 palettes I work with, one with and one without the fullbrights so that if I use dirty tools like blending and the like no fullbrights can creep in.
Yeah, it will probably end up being.
brik##gr kinda format and use the #s for variant and shade and the gr for colour, so that would be green or something, will see.
But so you are saying, basically yes, more variants are useful.
I can see that, since you might wanna make a level that has an area of dark bricks without being actually that dark, or use lighter bricks in some not so well lit areas.
I fear that this set will go into the 10s of thousands, haha, not even kidding. It could happen.
Also
#11505 posted by DaZ on 2014/08/18 00:38:54
Just a quick thing that popped into my head : Consider doing some extremely large versions of some of the "bread and butter" textures in your set. For example in czg's level "Honey" there is a 512x512 wall texture that is all simple brick but has loads of different grime, grit, dust and moldy bits on it. It really helps break up the repeating nature of the large surfaces in that map!
#11506 posted by ptoing on 2014/08/18 00:41:04
Ah, posted at the same time as DaZ was.
I will totally make variant stuff with less destruction, more destruction, blood, trims, what have you. And those will only become more once I amass a bigger texture library to combine from. But this variant thing for the shades is literally 5 seconds of work. But I also see where you are coming from with the 3 brightness versions.
What probably is also something to take into account is mixed brightness/colour textures. Since doing that with brushes would be a bit tedious/overkill.
#11507 posted by ptoing on 2014/08/18 00:42:53
Yeah, see what you are saying. I will have a look at the Honey textures.
This one being 128x128 is already bigger than most original Quake ones, where stuff like bricks usually was 64x64. I will have 64x64 ones in there, but I kinda doubt I will do that for bricks.
#11508 posted by ptoing on 2014/08/18 00:49:48
Btw, what are the naming conventions for quake testures. Do the names have to be 8 symbols only or can they be longer?
Ptoing
#11509 posted by necros on 2014/08/18 01:05:28
are those palettized? if so, good job. if not, you should check to be sure it looks ok.
if you want to make huge amounts of variations, go for it, but please don't lump them all in one wad file. a mapper can easily load multiple wad files to get whatever textures they want, but it will just be a mess to sort through hundreds of textures in a single file.
Necros
there's only 21 colours and they're all on palette... I'm blown away to be honest.
Ptoing
#11511 posted by than on 2014/08/18 01:19:20
http://quakewiki.org/wiki/Textures
Nice work! Looking forward to seeing them on a map!
Are you the same Ptoing from Pixelation forum by any chance?
Ptoing:
#11512 posted by metlslime on 2014/08/18 01:19:24
#11513 posted by ptoing on 2014/08/18 01:21:07
Yeah, they are palettised. I work in Cosmigo Promotion which is geared toward indexed work/pixelart and animation. So nothing here was painted at a higher bitdepth and quantised down, it is from scratch using the Quake palette.
And here is a little teaser for FifthElephant :)
https://dl.dropboxusercontent.com/u/15588722/post/func_msg/purplebrick.png
About the organisation, yeah. I don't think I would have them all in one wad. It will for sure be wads sorted by theme, texture type so they can be easily found as well and you will have groups that make sense in editors like Trenchbroom.
What would be good to know is if I can give the textures longer names than 8 symbols, and which symbols are allowed. I reckon alphanumeric only and _- or something? seeing as + and * are special. Any clearing up in this regard would be much appreciated.
#11514 posted by ptoing on 2014/08/18 01:25:54
than: Yes I am. To my knowledge there is one other person that goes by the name of ptoing but our paths have not crossed so far.
metlslime: thanks a lot :)
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