Map development/prototyping Texture Set - Printable Version +- Xonotic Forums (https://forums.xonotic.org) +-- Forum: Creating & Contributing (https://forums.xonotic.org/forumdisplay.php?fid=10) +--- Forum: Xonotic - Editing and Concept Art (https://forums.xonotic.org/forumdisplay.php?fid=11) +--- Thread: Map development/prototyping Texture Set (/showthread.php?tid=9644) |
Map development/prototyping Texture Set - Julius - 03-10-2023 Title: Devel Texture Set Author: Julius License: GPL Download: devel_set_alpha3.pk3 This is my proposition for a prototyping texture set for Xonotic. Feel free to comment anything. PD: I've included a compiled devel map so you can easily take a quick look at the complete set. RE: Map development/prototyping Texture Set - Julius - 03-10-2023 It is my intention to add a few more textures in the set, like grate, crate, jumppad, door, etc. but this will be in a future version. The idea is to have a complete set in which nothing is missing to create basic geometry for your map. For this I have included a few decals, liquids, lights, a few metals and a skybox. Thanks. RE: Map development/prototyping Texture Set - Baker - 03-11-2023 Are your screenshots of the final compiled map? If so, what did you do to get such nice shadows? I am newer to q3 mapping and nice shadows elude me: Extra: I have a couple of projects on moddb and my experience there has been g reat. Their file host of huge files has been helpful. RE: Map development/prototyping Texture Set - Julius - 03-11-2023 Map lighting is entirely from my skybox shader. It is included in the set. For compiling I use my own build menu for NetRadiant but recent versions of this software have a new build menu that is almost the same as mine (I contributed to it). NetRadiant (with Xonotic gamepack): Code: <build name="Final: -bounce 8 -dirty (new Xonotic's default)"> My own preset that is almost identical: Code: <build name="Jul: -bounce 8 -dirty"> RE: Map development/prototyping Texture Set - Baker - 03-11-2023 Thanks for your command line and method. RE: Map development/prototyping Texture Set - Baker - 07-20-2023 Add: Just want say this devel map is inspiring. For a project I have on Moddb, I post a DarkPlaces screenshot from something for every version. This time I used "devel" and I couldn't pick just one. I love the plastic looking pipes. And there are so many examples of "how would I do this things" everywhere. RE: Map development/prototyping Texture Set - Baker - 08-14-2023 Of all the things I learned from the devel map, the red pipe was the one that really pulled me in. I dissected the shader, opened the .map and used it as a learning tool. Several weeks later, I had a "Ah ha!" moment ... I used it for this ... Prior the to devel map, I didn't understand what _reflect textures did or how to use them. I could tell they did something but the red pipe tied it all together for me and it clicked. The wave motion is from Blood Omnicide DarkPlaces "deformvertex roundwave" RE: Map development/prototyping Texture Set - uis - 04-17-2024 I suggest to make *hzrd* textures just vertical stripes in low resolution that are skewed in editor instead current high-res textures. It will both save space and improve visual quality(since stripes will be pixel-aligned). Also I think they can be deduplicated into one grayscale image by producing colored versions with vertex color. EDIT: or with `shear` shader texture matrix function if possible EDIT 2: Also deduplicate normal and gloss maps. RE: Map development/prototyping Texture Set - Julius - 12-25-2024 Updated download link with alpha3 version. Added some grates, crates, doors, jumppads, lifts, pipes and more skies Regards. RE: Map development/prototyping Texture Set - Julius - 12-25-2024 Skyboxes and a few Sun, Moon and Star sprites. RE: Map development/prototyping Texture Set - Julius - 12-25-2024 More water also: blueish and greenish with different transparency levels. RE: Map development/prototyping Texture Set - Baker - 01-02-2025 Nice! I want to thank you for the decals pack you made, also. Add Some parts of the map lag regardless of settings, unlike the previous version 2. If I had to guess, I would guess it's the spheres. |