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Map development/prototyping Texture Set

#1
Title: Devel Texture Set
Author: Julius
License: GPL

Download: devel_set_alpha2.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.




   


   


   


   
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#2
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.
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#3
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:

[Image: z8.png]


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.
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#4
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)">
  <command>[q3map2] -bsp -meta -keeplights -maxarea -samplesize 8 -mv 1000000 -mi 6000000 "[MapFile]"</command>
  <command>[q3map2] -vis -saveprt "[MapFile]"</command>
  <command>[q3map2] -light -lightmapsize 1024 -lightmapsearchpower 4 -fastallocate -deluxe -patchshadows -samples 4 -randomsamples -bounce 8 -fastbounce -bouncegrid -nobouncestore -dirty -dirtdepth 64 -dirtscale 0.8 -fill "[MapFile]"</command>
</build>



My own preset that is almost identical:

Code:
<build name="Jul: -bounce 8 -dirty">
  <command>[q3map2] -bsp -meta -maxarea -samplesize 8 -mv 1000000 -mi 6000000 "[MapFile]"</command>
  <command>[q3map2] -vis -saveprt "[MapFile]"</command>
  <command>[q3map2] -light -lightmapsize 1024 -lightmapsearchpower 4 -fastallocate -deluxe -patchshadows -samples 4 -randomsamples -gridscale 0.4 -gridambientscale 2.5 -bounce 8 -fastbounce -bouncegrid -nobouncestore -dirty -dirtdepth 64 -dirtscale 0.5 -fill "[MapFile]"</command>
</build>
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#5
Thanks for your command line and method.
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#6
Add:

[Image: julius_devel.gif]

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.
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#7
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.



[Image: rwave_water.gif]

The wave motion is from Blood Omnicide DarkPlaces "deformvertex roundwave"
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#8
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.
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