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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 
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 
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! 
 
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 
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! 
 
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. 
 
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. 
 
Btw, what are the naming conventions for quake testures. Do the names have to be 8 symbols only or can they be longer? 
Ptoing 
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 
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: 
 
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. 
 
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 :) 
Textures Can Have Names Longer Than 8 Symbols 
but I don't know what the maximum length is. 
 
It says 15 characters in there. And I reckon 15 should be enough.

brick1_2purple is 14, so yeah. 15 should be plenty enough. 
These Textures Are Pretty 
But they're very big.

I think brick works well if it's small and dense. It's interesting that you have stuck to the same palette gradient in order to get more out of the texture colour range.
It might need to be made grittier or dirtier in order to fit the quake aesthetic, using noise and colours from other sections of the palette.

Here's a really simple room I just made -

https://www.dropbox.com/s/rbuzgtoy873p2e4/ptotex.jpg 
 
In this screenshot the texture is scaled to 0.5 in order for it to fit with quake's scale. 
 
Hm? Why scale it down, I am confused. The texture is 128x128, but has the same scale as all brick textures in quake, just less repeat. As in the bricks are the exact same size.

I think bricks work in all sizes and of course I will make smaller ones as well which probably can be 64x64 tiles, but I might as well make stuff 128x128 since it is not a lot more work if I got good base textures.

Some variants with more colour shifts are a given, I have been looking at the Quake textures quite a lot to see what colour combos they used and such.

How many variants of the texture have you actually used in that little room? 
Seems Like They Are The Same Size As The E1m2 Bricks. 
 
 
Last one before bed.

Highly experimental this one, and also WIP. I quite like the colour combo in this one though.

https://dl.dropboxusercontent.com/u/15588722/post/func_msg/weirdrocktest.png

Also, I appreciate people doing small tests to see how these look like in maps, but please do not use them for anything you release until the set is done. 
 
First quake since 16 years back
http://imgur.com/bnkNg4Z

I'm only learning how to develop my textures into Q1 and also trying out both radiant and trench, I will probably build a little singleplayer level later on. 
 
I scaled down as I wasn't sure about how to use them. I won't release anything until i see the full set to be honest, if these initial textures are anything to go by this should be really nice.
Also I probably should have gone to bed rather than mess around with these. I will keep a close eye on this thread. 
 
* Ptoing:

- Purplebrick: looks good, with a strong personality. I'm also waiting to see a purple texture set, and if there is a orange and pink ones, even better.

As Fifth said, i also see that they aren't very Quakeish. It's good because that gives us the option to make maps with a different feeling, but most mappers prefer to make Quakeish maps for Quake, so it can affect how many people will use them.

Something that had bugged me is that in my eyes those are blocks, more than bricks, at least in size. Apart from the size, i can't tell for sure if that is stone or brick.
In Quake, bricks are usually smaller (8-12 units high), like ID's city1_x and city 2_x textures. Check Quake e4m7 for reference.

Don't misunderstand me. It is good to have bricks so big, but it is probably better if bricks so big aren't common in the texture set, except if that is one of the charms of the set, if it is like that, ignore what i said about their size and keep going like that.


- Weirdrocktest: looks good as well, as a desert rock texture, but the tiling is a bit obvious: In a normal texture that wouldn't be much of an issue, but rock textures are often used outdoors, where most brushes are well and homogeneously lit, very big and you see them from afar, so the tiling is way more noticiable (in this case, the whitish zone in the upper-left corner).

Try to make all rock textures at least 128x128 and make some 256x256 or maybe 512x512, and check that there is no point in them that stands out noticiably (in this case probably getting rid of the whitish zone is probably enough).

Well, most of those tips are in Rorshach tutorials(at the bottom of the page), so it is probably better if you read them directly than me continuing to write.



*Hipshot: looks decent for a first try. It would need something around the door, a frame, or better, some rockish detail.
Glad you are coming back to the dark side of mapping ;) . 
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