Create an account

Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Map development/prototyping Texture Set

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.





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.


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.

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):

<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>

My own preset that is almost identical:

<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>

Thanks for your command line and method.


[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.

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"

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.

Possibly Related Threads…
Thread Author Replies Views Last Post
  Help, how I create a new texture for mapping? derrant 9 5,922 09-02-2021, 05:08 PM
Last Post: ballerburg9005
  Textures: evillair's eU Texture Set Julius 1 2,010 11-27-2020, 12:29 PM
Last Post: Julius
  [NEED HELP] Texture problems in MD3 exported models (Quake 3) xLuca91x 9 7,346 03-31-2020, 03:13 PM
Last Post: xLuca91x
  Texture release thread _para 10 6,669 03-14-2019, 10:45 AM
Last Post: _para
  Tech texture set by Cr4zy now officially distributed under GPLv2+ license illwieckz 3 3,371 10-05-2018, 09:39 AM
Last Post: Julius
  Texture and Player Model Creation Help Molnija 5 5,663 09-30-2018, 12:04 PM
Last Post: Molnija
  [SOLVED] 3d texture? Z(Rus) 2 4,046 01-23-2016, 06:30 AM
Last Post: Z(Rus)
  Anyone needs an already-existing texture upscaled? acerspyro 0 3,313 07-16-2015, 02:44 PM
Last Post: acerspyro
  Texture coordinates homs 4 6,546 05-19-2015, 09:45 AM
Last Post: homs
  List of Procedural Texture Generation Programs AllegedlyDead 11 93,992 03-05-2015, 10:43 AM
Last Post: DNK72

Forum Jump:

Users browsing this thread:
1 Guest(s)

Forum software by © MyBB original theme © iAndrew 2016, remixed by -z-