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Well, Yeah 
I meant as a resource, for a pattern, noise, something to draw over. I dunno, I just made this and this. Granted, the amount of source texture is negligible, but it's there! 
 
Those look pretty nice, to be fair. Having a backing texture to work off of would, I imagine, cut down on how long it actually takes to paint something like that. 
 
Making all the bumps from scratch is pure masochism, so yeah. 
Glad 
to see your textures again, it's been a long time. 
#28191 
I've taken another look, and there's definitely a few ones I could use. 
 
Cocerello - more to come, this time accompanied by geometry and lighting! (not for quake, I'm afraid)

Mankrip - good, glad someone found it useful. 
 
"not for quake, I'm afraid"
What for, then? 
 
Just a personal project. 
 
Mugwump ... Steam forums are the clueless helping the clueless and never being able to solve anything because it's just bad advice upon more bad advice.

Please don't ruin this place by destroying the technical threads by just throwing out some random offtopic guess.

1) It doesn't help the guy asking
2) It doesn't help the thread be useful as reference
3) It really isn't respectful to the great mappers and modders that sought to make this place as a home for the mappers.

I think a number of people here like you, but don't hurt the site by hurting the quality of the reference threads with random crap shoot answers. 
Baker 
I guess you're talking about my reply from yesterday regarding particles in the Spiked QS thread. I'm well aware of my very limited knowledge but I still wanted to help if I could. I understand what you're saying though. In the future, when I have only guesses to provide instead of the answer, I'll refrain from doing that and let the big boys do the troubleshooting.
Thanks anyway for explaining things calmly instead of bashing me like some others would probably have. 
Textures From Spiral Graphics 
http://spiralgraphics.biz/packs/browse.htm

This is a collection of free seamless textures. Rick used some of them in a map of his, and his message from 2014 is the only time this collection is mentioned on the forums before (at least as far as Google knows).

Maybe you'll find something you can use. Converting to Quake tex sizes and palette might be difficult, as usual. They aren't restrictive about letting you use them.

http://spiralgraphics.biz/packs/usage_rights.htm 
Quick Poll - Mod Choices Face-Off 
1. Do you prefer Quoth gaunt lightning or AD gaunt plasma?

2. Do you prefer AD Death Guard or Quoth Death Guard?

3. Do you prefer Rogue plasmagun, Quoth plasmagun, AD plasmagun, or Zerstorer chain lightning gun?

Other answers are of course welcome. 
 
1) AD. I feel like the lightning attack should remain the signature shambler attack. Also, Quoth Night Gaunts suck big time at aiming it.
2) Not sure.
3) AD, mostly for its look that calls back to the original Doom. Chain lightning is not really in the same league, with its tactical use being so different. Also it's a little OP. 
 
1. Plasma Gaunt.

2. I really don't think those two are comparable at all.

3. Quoth Plasma Gun. 
Good Questions. 
1. Gaaaaay.

2. Bent as fuck.

3. Your mom. 
 
AD on all counts. 
None 
id1 fo lyfe 
 
https://github.com/mxgmn/WaveFunctionCollapse

I wonder if this could be used to create quake textures... say, put in a 64x64 grass or rock texture and see if it can produce a usable one that is 128 or 256 with less obvious repetition. 
Here's Another One 
Filter Forge

https://www.filterforge.com/

I titted around with this a few years ago and made some pretty great stuff. Definately worth looking at if you want to use algorithms to make textures. 
Well, That's Nifty 
 
 
I made a series of brick textures that all started from one of the Spiral Graphics images. You can see many of them in the Wish13_ screenshots at Quaketastic 
#28208 
Here's the answer.

How well does it work on higher resolution assets like grass?

In short, badly. For high res inputs you want to use not this algorithm but something like texture synthesis.

(copying the comment from HN):

"Efros' and Leung's method doesn't satisfy the (C1) condition. The closest previous work is Paul Merrel's model synthesis.

WFC and texture synthesis serve similar purposes: they produce images similar to the input image. However, the definition of what is "similar" is different in each case. If you have a high def input with noise (like realistic rocks and clouds) then you really want to to use texture synthesis methods. If you have an indexed image with few colors and you want to capture... something like the inner rules of that image and long range correlations (if you have an output of a cellular automata, for example, or a dungeon), then you want to use WFC-like methods."
 
Substance Designer Is My Weapon Of Choice 
In Substance Designer you can create nice procedural tiled textures. Here are some old tests:
Procedural bricks
Downgrade preview - Hi-res to 64x64

I'm using it currently for my Snowy WAD. Modifying original textures to be covered in a snow:
Example set
Same set but as a gradient

Nodes:
All nodes view
One texture section 
Hell Yeah 
that's rad. That snowification seems to work pretty well.

Ultimately, I'd prefer having the talent/discipline to work pixel by pixel. But I don't have that, so alternative methods like this are pretty sweet. 
Substance Abuser Is My Designation Of Choice 
Sorry... couldn't resist the wordplay. Me likey the snowy texies! 
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