#30312 posted by mankrip on 2018/06/09 05:56:15
Making actually good textures is hard. Finding out the best dithering mode and gamma curve, along other factors, makes a huge difference in many cases. Afterwards, you may often find yourself layering different pixels from multiple diverse approaches to get the best results, while also manually retouching some pixels that gets bad colors in all cases.
But there are lots of poorly edited textures in Quake and in many custom maps anyway, so people got used to cheap approaches and don't know any better. In some original Quake textures we can even find leftover pixels from different texture variations, caused by poor cropping.
Thank You, Redfield
#30313 posted by Cocerello on 2018/06/09 08:17:20
My main concern was with homogeneity in the methods used so the textures would still be similar to the originals while using the same colours as the others in the pack and not resort to manually editing with this case with Ik. How good it will look, i know i will need experience for that.
Ik textures are very good because they are one of the best on how hard is to spot the tiling and it seemed that making a new ik would be useful and easy to get the hang of it. As mankrip says there is many texture packs with issues even amongst some of the most popular ones but Ikblue seems to not be amongst them and i like to use it for that, as it fits my speedmaps.
What caught my attention the most is that i thought that working in RGB was only for new textures and when modifying existing Quake textures was better to work in Quake palette to avoid the problems from converting back into Quake, which can be obnoxious.
The shot looks good by the way, but it is taking me some effort to believe that it is from Quake sometimes. Looks too similar but not.
TexMex????
#30314 posted by Qmaster on 2018/06/09 14:35:04
Does it have awesome noise sampling? Does it have recolor? Does it have reduce colors? Does it let you mipmap? Can you view the texture tiled?
And biggest of all...does it have directional noise (like for instant wood grain and such)?
If your Quake texture editor sucks...look no further than the best. Use Wally!
Wally????
#30315 posted by Qmaster on 2018/06/09 14:36:29
Do you like having a 20yr old editor that crashes all the time? Do you like having an editor that doesn't knkw if it is meant for textures or pak files? Do you like having a program that forgets what pallet it was using? Do you want a program that never gets updated?
Look no further than Wally!
But
Texmex is a wad manager, not a texture editor.
Oh. Then That Wpuld Be Why I Only Use Wally
#30317 posted by Qmaster on 2018/06/09 14:51:17
#30318 posted by mankrip on 2018/06/09 15:14:19
TexMex has no gamma correction on its color quantization algorithm. Due to this, it can preserve some image details that gets lost when using better editors to convert truecolor images to the Quake palette. The colors are less faithful, but some details ends up better than in the gamma-correct quantization employed by professional image editors such as The GIMP.
Sometimes, I combine both TexMex quantization and GIMP's gamma-correct quantization to get the best possible results.
#30319 posted by Redfield on 2018/06/09 15:24:44
Texmex is only for getting the textures into and out of your WAD for game use.
You should really be using an actual editor like photoshop. I use mtPaint cause reasons.
#30320 posted by mankrip on 2018/06/09 15:32:20
I won't pirate Photoshop, and for this single use case (non-correct quantization), TexMex is waaay more lightweight.
I use whatever tools that gives the results I'm looking for.
#30321 posted by Redfield on 2018/06/09 15:56:55
Yeah I use it for making multiple brightness variants of textures too. It works ok in this case. Texmex really does feel like a hacked together MacGyver-esque tool, so I don't like to do too much with it.
I Agree
#30322 posted by Qmaster on 2018/06/09 20:44:16
The same can be said for AdQuedit, even more so since it lets you delete windows.
@Tronyn
#30323 posted by Qmaster on 2018/06/10 23:37:01
Are you getting my emails? Or are you still having issues?
#30324 posted by spy on 2018/06/11 11:36:43
#30325 posted by spy on 2018/06/11 11:44:28
Texture Blending
#30326 posted by anonymous user on 2018/06/12 09:48:38
https://samjcreations.blogspot.com/2018/06/version-de-developpement-gimp-2991.html
Dev version of gimp with great blending in indexed mode. The new official 2.10 has indexed locked for some reason.
#30327 posted by Spud on 2018/06/12 13:59:13
Sounds pretty neat given GIMP's normally rudimentary support for images in indexed mode, but I don't speak a word of that language and a quick Google Translate isn't helping much so no idea how neat it actually is.
Doom 5 Eternal Trialer
#30328 posted by Kinn on 2018/06/12 16:52:42
https://youtu.be/c9GU4P-1AWI
Because I don't think it's been posted on func yet.
Wats Wrong With
#30329 posted by spy on 2018/06/12 16:59:52
d5 trailer?
Hell On Earth
#30330 posted by spy on 2018/06/12 17:00:36
Looking For Tes6
#30331 posted by spy on 2018/06/12 17:03:07
@spud
#30332 posted by ww on 2018/06/12 18:29:38
You don't need to read french to use gimp tho.
http://gegl.org/babl/ is the stuff making work.
Recommend downloading and giving a shot if you're familiar with gimp
@spud
#30333 posted by PRITCHARD on 2018/06/13 13:21:20
I bit the bullet the other day and downloaded it, it's fully available in english once you extract the archive. In case you're not sure what the download link is:
https://i.imgur.com/4BQtESB.png
#30334 posted by PRITCHARD on 2018/06/13 13:22:17
Of course, whether or not you trust the french to not put viruses in the download is another matter. Sneaky french...
Re
#30335 posted by ww on 2018/06/15 06:48:15
The 2.99 seems way buggier than the previous versions.
2.10.2 on the same page is the way to go..
Dumb Question Time
Quake Champions, can you make maps for that? Without having to work for id, I mean.
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