#51 posted by Vodka on 2003/02/21 22:59:54
To make these tiles I used some of the nice screenshots found on my hdd. Some were taken myself, but most obtained from inet. Thats why I dont know some of the maps names and authors and might be wrong about some others.
From left to right (for 1280 version, 800 has different order), q3 where not stated otherwise.
row 1) Snaga` beta (q); Dubbilan` geocompo2 map - pq/dubbilan; Nunuk` 'Sparth', Killazontherun` unreleased; Quint` 'WLS' - pq/quint; Galassman` sp1 (q1); Dietz alpha; Ulukai` 'Defiant' (UT)
2)Maric` unreleased? (q2); Speedy` 100br (q); Goldabar` DM-ORM-JadedBeauty (UT); Necros` 'Once Upon Atrocity' (q1); Metslime` 'Concrete Dreams' (q2); Yogi` 'DEADline' yog3md4; Nunuk` map for some q3 mod; Laerth` lae3dm1;
3) some geocompo2 map; Haste` geocompo2 entry; EvilLair` 'EvilSpace'; nanoSpawn` 'Frozen Abyss' - www.4quakers.com/nanospawn; Elek` cathed3 q1 show-off map; Nathillien Thilsa` DM-Summit (UT); Jaj` 'Quimera' - pq/jaj; some q3 beta;
4) Electro/killaz` 'Abandoned Post'; Friction` (or maybe his bro) ureleased q3; just a hand (q2); Ydnar` show-off shot (q3 engine); some q3 map; Auhsan` 'BackStab' - pq/auhsan; some1`s 'Radiator' q3 show-off; Laerth lae3dm2 - pq/cc;
5) Bal` unreleased; Equim` TM?; Laerth` Urban Terror q3 mod map; some MOH beta; Andrew "Thanatopsis" Palmer` KT-imPAKt map (q2); Mr.LyCon` Trajectory geocompo2 map; Nightwatch HL mod www.hl-nightwatch.com; Vondur` Nehahra map;
6) -cha0s-`lichtw�rts - www.chaosquake.de;jtm q1 by Various; Zippie` 'once upon a brush' geocompo2 map; some UT (Ulukai?); some geocompo2 map; Speedy` PROX mod map; BlackPope alpha (q1); Sock` 'safe';
7)'Chartress' show-off; Nightwatch; Sock` CTF; Speedy` unreleased (q); Elek` Soulstice for Nehahra; some1 'HomeWorld' (q3); Snaga` geotrupes dm1 (q1); Cardigan` Extatica(q3);
8)Nunuk` unreleased; Q-Fraggel 'Swiss Cheese Trickster' - www.q-fraggel.de; Speedy` unreleased geocompo (q1); Charon` charon3dm12 - interactivedeath.net; Nunuk` Kleskonian Curves, Dubbilan` UT2 map; map from 1on1 ORM MAPPACK 'Jakatta'(?) (UT) - www.heisher.net/orm; some RTcWolf beta
Consider this picture a tribute to the art of mapdesign. Greetings to everyone involved into it.
And Ofcourse The Site U Should Visit
#52 posted by Vodka on 2003/02/21 23:05:24
http://www.planetquake.com/nunuk/
Geocompo1 and 2 maps and all the Nunks maps
Clarification
#53 posted by metlslime on 2003/02/22 10:31:48
Speedy listed row 4, column 3 as "just a hand (q2)." I wanted to add that it was a screenshot from Gunman TC, from when the TC was still being developed in Q2.
What Metlslime Said
#54 posted by R.P.G. on 2003/02/22 11:11:18
You can see the "hand" picture plus some other cool brush models in this article, which was written by one of the Gunman guys:
http://www.gamedesign.net/?file=rust/content/quake2/tutorials/abrush
#55 posted by Vodka on 2003/02/22 12:50:59
right rpg, I got it at that site, just forgot
More Textures! :P
#56 posted by . on 2003/02/24 00:35:01
how are these? all by hand, i have PS trial so i can't use those lame ass eye candy effects anyway.. i prefer the skillful manual method
http://pherrous.phaitaccompli.com/tex/
.
#57 posted by H-Hour on 2003/02/24 01:24:41
I like the top part of tex1a - nice and gritty - but the bottom doesn't seem to fit. It seems sort of... vinyl?? no... some other word... velo? Is that what I'm thinking of... Anyway, it looks more plastic then gritty. But still a nice texture.
Non-empty Title
#58 posted by pushplay on 2003/02/24 01:50:43
I like the picture of the girl with the black bar over the eyes, interesting idea.
Theres Also A Light Texture....
#59 posted by . on 2003/02/24 02:00:49
tex 3... i got a bunch more to do before i use em in a map.. the girl is my friend leah
_
#60 posted by nb on 2003/02/24 04:53:04
tex 1 has whacked lighting. highlights like that just look silly when tiled. try for less contrast, like tex 2 (which is quite nice). light texture is way too bland for its size, unless you're going for a decidedly minimalist look.
Phait:
#61 posted by metlslime on 2003/02/24 10:04:22
tex1a.jpg really needs a high pass filter. I don't know what the big dark and light areas are supposed to be, but they don't look like lighting (you shouldn't put that kind of lighting on textures anyway -- that's the lightmap's job) and they don't look like stains either.
Phait
#62 posted by cyBeAr on 2003/02/24 14:32:14
I think some textures like the bricks would look better if you used less black in them.
...
#63 posted by starbuck on 2003/02/24 16:09:04
yes i agree with metlslime, tex1a.jpg does need a high pass filter, although a better idea would be not to make those shadows in the first place.
It's clear you've got plenty of Photoshop skills though, just needs tweaking in order to channel it into textures :)
in my opinion (i.e. not worth a lot) i would say that highlighting is a little overdone, and theres a bit too much contrast, but the "diffuse" ;) part of each texture is very nice.
Thanks
#64 posted by . on 2003/02/24 17:07:59
i love the honesty here ;) we'll see how much better i do on my asylum textures. i wasn't planning on using the first textures anyway, i wasn't happy with them.
Sometimes
#65 posted by pushplay on 2003/02/24 19:17:07
It's easy to say that you don't like a texture but hard to say exactly why like theee people have.
WOW
#66 posted by Vodka on 2003/02/24 22:27:47
I havent got even a tenth of comments phait get on the textures ;/
(gonna release a set soon btw /pimp)
Some More.. And A Question
#67 posted by . on 2003/02/24 22:32:38
http://pherrous.phaitaccompli.com/tex/a/
got floor, ceiling, padded room *grin* doors etc to do..
these aren't made seamless yet but will be, thought i'd give you all a glimpse so far
the high pass filter.. how exactly should i use this (i know where it is/what to do, but *how*..)? can anyone elaborate on why i should use it? thanks
Texture Help
#68 posted by . on 2003/02/25 04:45:41
theres a .zip of the wad here http://pherrous.phaitaccompli.com/tex/a/
problem is - theres some fullbright pixels showing. now, i know how to remedy this, and i did before hand via photosho's index color conversion to quake's no fullbright palette...
problem here is, i don't yet have the full version of PS - i have trial. thus i cant directly save the texture and have to print screen. from there i paste into ms paint and save. seeing how paint's default is 24bit BMP, i can see how this can mess w/ the original colors. i *could* choose 256 colors when i save, but that fucks it way up when loaded into the texture editor within quake 1's palette :|
Kinda Fixed It, But..
#69 posted by . on 2003/02/25 04:55:34
ok i got the fullbrights gone mostly but in the blood spatter theres some red pixels that are brighter than what they should be.. i'm using wally btw and fixed the yellow random fullbright pixels by darkening the image.. what should i do about the too-bright reds?
Nevermind!
#70 posted by . on 2003/02/25 18:34:20
THANK GOD FOR TEX MEX! *SMOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOCH*
IRC West.gamesnet.net #terrafusion
#71 posted by Vodka on 2003/02/25 22:24:04
thats a place to go when you want to chat Phait
Perfection
#72 posted by metlslime on 2003/02/27 15:24:29
Metl
#73 posted by Dietz on 2003/02/27 16:05:42
sheer excellence
Hahaha
#74 posted by Wazat on 2003/02/27 17:23:51
Your words have much meaning
Is That A Quote, Metl?
#75 posted by necros on 2003/02/27 21:21:46
interesting... um... concept. ;)
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