Oh
#6335 posted by necros on 2009/11/27 23:12:39
first 2 are the same map, last shot is a different map, it's not all jumbled up together :P
i'm not totally happy with the main brick texture myself, but as that map has a lot of big structures, i needed something that wasn't too varied so it could tile without looking bad. i originally wanted to use the blocks10 texture from q3 (it's the beige blocks set in cyclopean style) but i felt the trim interacted better with distinct bricks better than haphazard blocks. also, the red stripe motif works better with the brighter white of the bricks than the tan colours of block10, although i guess i could have photoshopped block10 to be more white.
block10 and the orange floor tiles are still like my absolute favourite textures. :P
Oooh
#6336 posted by Orl on 2009/11/28 00:03:57
Those shots really look good, especially the first one. Keep it up :)
#6337 posted by JneeraZ on 2009/11/28 00:54:34
Wow, which texture set is the steampunk stuff? That looks great!
Ok
#6338 posted by ijed on 2009/11/28 01:57:59
I'll try to return the favour :0
Is that a brightly lit cave under the cliff face? What's in there? Is it an Ogre? I MUST KNOW!
The second shot, I'd make the pillar bases part of the second step - it does help with vis, but is almost more realistic, pillars are always on a supportive base as opposed to stairs or slopes. And a big cyclopian block reminds the player (who doesn't look up much) that there's something massive above them.
The third shot, maybe give the stairs a trim . . . not sure what I'd suggest there - the Kona slope I never really liked (sorry K) because of the change in movement when the player shifts left or right. On the other hand that curve will make things complicated for brushes. Maybe just cut the last 16 units and put a trim tex on there. Do the cogs move?
Willem
#6339 posted by nitin on 2009/11/28 03:10:39
thats a q1 wad of rorshach's (kevin johnston) HH3 q3 textures.
Necros
#6340 posted by Tronyn on 2009/11/28 03:46:36
Love the first shot - maybe even influenced by your experimenting with Far Cry? Christ you're taking Q1 to new (yet still, amazingly appropriate) limits that just illustrate the strength of the original art.
Mike Woodham:
hmm, This Onion was one of the best maps ever, and I assume this is the sequel, and it looks even more amazing.
ijed nothing needs to be said your project is crazily exciting.
Nice to see some mappers around with such high technical competence! I tend to just mash lots of shit together and expect Bengt's tools to iron it all out (see nsoe6), lol.
Great stuff in this thread recently anyway.
Willem
#6341 posted by DaZ on 2009/11/28 08:25:41
Its Clockwork Droid by Rorshach (spelling?) and its one of my all-time favourite texture sets!
he also did another ace set called Vendetta. I had a look around but couldn't find any links! :( I'm sure someone here can hook you up though.
#6342 posted by necros on 2009/11/28 09:50:59
Do the cogs move?
of course! ^_^
The second shot, I'd make the pillar bases part of the second step
i like that :) the 'bigger at the top, thinner at the bottom' motif is something i'd like to explore.
on clockwork droid, they were incredibly difficult to find, and i'm sorry to say, i can't recall where i managed to download them. it might have been a backup of rorschach's site on archive.org? my memory is very hazy. i (obviously) still have them, so if anyone's looking for the set (unmodified), let me know and i'll put it up.
Doesnt Rorshach Work At Epic Still
#6343 posted by nitin on 2009/11/28 10:07:52
if so, willem could just talk to him :)
All his texture sets (not to mention skins) were lovely. His artwork was one of Unreal 2's biggest assets IMHO.
#6344 posted by JneeraZ on 2009/11/28 11:45:28
Yeah, he does, but I can't know to talk to him until I know who made the set. I'm not going to walk up to his desk every time I see a texture I like and ask him if it's his. :)
Surely You Have A Internal Forum Or Something
#6345 posted by DaZ on 2009/11/28 11:53:06
#6346 posted by JneeraZ on 2009/11/28 12:28:12
We also have email and instant messaging. The point is, I'm not going to bug him every time I see a texture I like on the internet.
#6347 posted by JneeraZ on 2009/11/28 12:28:51
That said, where might one download that texture set? I did a few Google searches but came up empty or with broken links...
#6348 posted by Spirit on 2009/11/28 13:01:51
I find those rusty textures utterly ugly. They look like dirty bathroom without any clear structure.
kz1on1a looks nice though, I think it uses some of these textures too.
Willem
#6349 posted by nitin on 2009/11/29 00:16:55
he had hosting on polycount but thats down at the moment and I couldnt find a backup of the old PQ polycount site.
Which is why I was saying you might want to talk to him if you want to get them. I wasnt expecting you to be a psychic or anything :)
Spirit
#6350 posted by nitin on 2009/11/29 00:17:47
not sure how they look in q1 but every map Ive seen them used in for q3 or UT looked fabulous.
Rorshach Textures
#6351 posted by Argh! on 2009/11/29 06:00:30
Drive-by help...
http://web.archive.org/web/20040625224312/www.planetquake.com/polycount/cottages/rorshach/textures/textures.htm
Most preview pics work. FilePlanet Download links should work if you remove the "http://web.archive.org/web/ 20040625224312/" bit.
Hadnt Seen Some Of The "newer" Ones
#6352 posted by nitin on 2009/11/29 09:35:22
some of those would make terrific themes, ivory and temple for example.
?
#6353 posted by necros on 2009/11/29 10:03:15
can anyone actually download the files off fileplanet? when the fileplanet link loads up, i just get an up area with an ad where the links to the files normally show up on a fileplanet download.
the ivory set looks particularly badass
Rorshach
#6354 posted by bal on 2009/11/29 11:11:20
He still posts on Polycount (Under his real name, Kevin Johnstone) if anyone wants to get in touch with him and ask through there.
#6355 posted by JneeraZ on 2009/11/29 12:17:01
I shot Kevin an email about those textures. Hopefully he'll reply with either a good download link or a ZIP file. We'll see!
#6356 posted by JneeraZ on 2009/11/30 19:06:40
Kevin brought in a USB drive of the Quake stuff that he could find and said I could host it on Quaketastic so ...
http://www.quaketastic.com/cgi-bin/filechucker.cgi?action=listfiles&path=texture_wads/rorshach
That's everything he gave me! Not sure what format anything is in but there you go...
Shweet
#6357 posted by meTch on 2009/11/30 19:14:30
#6358 posted by Spirit on 2009/11/30 19:28:50
Now, whoever converts those to Quake 1, PLEASE keep track of how you rename the files. That would make it possible to later use symlinks/hardlinks for easy high quality replacement texture usage.
Wow
#6359 posted by necros on 2009/11/30 19:31:20
that guy's awesome!
and thanks for doing this, willem :)
|