Nitin
#24816 posted by Cocerello on 2014/09/27 12:16:26
Unreal, I thought over the years most the textures had been converted?
As far as i know there is only two texture sets from Unreal on wads for Quake1 (Skycity and Nalicast), with 448 textures counting both of them.
That Unreal 1 Rock Texture
#24817 posted by DaZ on 2014/09/27 14:15:53
Is still the greatest rock texture ever created. You know the one I'm talking about!
Dat Txture
#24818 posted by ijed on 2014/09/27 15:09:03
Look What I Found In My Wads Folder
#24819 posted by grahf on 2014/09/28 02:18:09
Should I upload these somewhere? It seems I thought that these textures would be better served in Q1 at half size. I probably used TexMex for the conversion, but I have fullsize TGAs of GenIn, GenFX, and NaliCast too, which had most of the good quakeish medieval stuff.
ut_skycity_full.wad
UT-Ancient_half.wad
UT-city_half.wad
UT-GenEarth_half.wad
UT-GenIn_half.wad
UT-GenTerra_half.wad
UT-Indus3_half.wad
UT-Indus4_half.wad
UT-Indus5_half.wad
UT-Metalmys_half.wad
UT-NaliCast_half.wad
UT-ShaneChurch_half.wad
UT-Slums_half.wad
UT-UT_half.wad
UT-UTbase1_half.wad
UT-UTcrypt_half.wad
wot_ForsakenT.wad
wot_jamesT.wad
wot_matthiasT.wad
wot_natureT.wad
wot_ScottT.wad
wot_TheWays.wad
wot_WarrenT.wad
wot_whitecloak.wad
wot_worldT.wad
Also, hi everybody, it has been a while. :)
#24820 posted by quaketree on 2014/09/28 03:02:21
Qaddicted has an entire FTP section dedicated to wads.
https://www.quaddicted.com/files/wads/
Spirit runs it so you might want to email him (I have no idea how to otherwise get stuff into the wads section.
You can get his email address at:
https://www.quaddicted.com/quaddicted.com/spirit
I hope that that helps.
#24821 posted by JneeraZ on 2014/09/28 11:40:11
"wot_WarrenT.wad"
Hahaha ... I ... sweet.
#24822 posted by Spirit on 2014/09/28 11:58:24
grahf, I would rather have you finish THAT MAP but sent them in!
#24823 posted by JneeraZ on 2014/09/28 12:30:12
"Should I upload these somewhere?"
YES.
Decisions Decisions
#24824 posted by ijed on 2014/09/28 23:43:52
I want trees.
1. Pirate 3dsMax
2. Use the small fugly Zer tree
3. Suffer the foul mayaesque Blender interface
4. Do them from the office
5. Model that shit up in Trenchbroom like a man
I think I'll go with 5 so that they receive proper light and cast shadows.
Time to put on some more coffee.
If The Blender Interface Was Anything Like Maya
#24825 posted by rebb on 2014/09/29 00:21:21
It wouldn't be foul. 8)
I Hate Maya
#24826 posted by ijed on 2014/09/29 02:28:56
It always takes me ten minutes to find the button I need.
We had a mandated switch over to Maya in the office (from Max) and it's impacted all our dev time across the board and continues to do so over two years later.
The artists have now forgotten how to use Max, but still haven't been able to learn the Maya interface to the same proficiency they had.
#24827 posted by starbuck on 2014/09/29 10:53:21
The artists have now forgotten how to use Max, but still haven't been able to learn the Maya interface to the same proficiency they had.
Awesome. Best of both worlds!
Yep
#24828 posted by ijed on 2014/09/29 14:00:58
Whoever sold that handful of magic beans (A collection of supposedly professional softwares no developer in their right mind would choose by option) must be pretty happy with themselves.
#24829 posted by JneeraZ on 2014/09/29 14:11:59
All the artists? Making environment and prop artists use Maya is just ... mean.
Yeah
#24830 posted by ijed on 2014/09/29 14:22:18
For animation it makes sense, at least.
Oh Lawd
#24831 posted by Spiney on 2014/09/29 14:49:51
Finally taking the time to go trough all of the maps released in the past few months. You people are insane.
#24832 posted by Lunaran on 2014/09/29 23:34:01
I model in maya, but whenever I've tried max I have the same feeling of not being able to find the button. Maya feels far more organized to me.
What am I missing?
Nothing
#24833 posted by bal on 2014/09/30 07:43:47
Both are ok, it's just hard to switch from one to the other.
Maya is a bit friendlier to more technical artists, while Max's modeling tools are a bit more complete.
I prefer Maya now, but I've customized it quite a bit, in some aspects I've made it feel more like Max even.
Horses For Courses
#24834 posted by ijed on 2014/09/30 08:55:23
#24835 posted by Spiney on 2014/09/30 13:18:53
Both seem quite convoluted in the UI department to me.
They should hire sleepwalkr C:
#24836 posted by JneeraZ on 2014/09/30 13:34:58
"What am I missing? "
Muscle memory. :) Seriously, all apps do about the same stuff it's just in different locations.
I'm a MODO guy, myself...
+1 For Modo
#24837 posted by czg on 2014/09/30 21:03:58
Bad Brushwork
Awesome Solution
#24839 posted by mfx on 2014/10/04 01:45:13
UE4 Whitebox Challenge Poll
Time has passed and you can now vote on your favorite submission. Even if you don't want to vote, be sure to check out the amazing results here.
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