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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • Sindwiller
    • May 29, 2007 at 5:11 PM
    • #1,881

    [Blocked Image: http://xs215.xs.to/xs215/07222/screenshot_a67520.jpg]

    Uhm, well, wasn't 100% sure if it is worth to post it

    2048x1024 (because Sauerbraten isn't capable of texture scaling and, yeah )

    Diffuse, Specular, Normal, Height (for Parallax) and the current skybox for environment reflections

  • SnipaMasta
    • May 30, 2007 at 8:47 PM
    • #1,882

    Why...2048X1024 again? It looks ok I guess, but the normals are very extreme and it's hard to determine any detail (which makes the texture resolution kind of useless).

    [Blocked Image: http://img485.imageshack.us/img485/1442/newatriumll2.jpg]

    Deus Ex stuff. Wall and floor textures are 1024X1024.

    Original:

    [Blocked Image: http://img512.imageshack.us/img512/7800/origatriumiy4.jpg]

  • ifO
    • May 30, 2007 at 9:13 PM
    • #1,883

    I'm confused, Deus Ex has normal maps? Or that brick texture is tricking my eyes? Looks good anyways.

    Sindwiller... I kind make my mind up about that. What is it meant for?

  • SnipaMasta
    • May 31, 2007 at 4:16 AM
    • #1,884
    Quote from ifO

    I'm confused, Deus Ex has normal maps? Or that brick texture is tricking my eyes? Looks good anyways.

    It's tricking you! Although some people are porting it to UT2004, so it will have normal maps sometime soon!

  • aevirex
    • May 31, 2007 at 9:10 AM
    • #1,885

    UT2004 NORMAL MAPS?! Am I missing something or what?

    Anyways looks cool, usually you shouldn't take references with shadows in them but they work ok here.

  • Rick_D
    • May 31, 2007 at 11:16 AM
    • #1,886

    yea i recently grabbed that brick texture for a shader test and I at least went to the trouble of cleaning up the shadows. The picture was taken on a bright summers' day and the light/dark contrast is very high.

  • Acumen
    • May 31, 2007 at 2:17 PM
    • #1,887

    I don't know about the wall texture but the floor texture repeats very obviously in my opinion and i wouldn't have guessed its a 1024². could have been a single 128² or sumthin like that with only 4 of the elements tiled and then repeated on the entire floor. looks really very repetetive, i would say

  • SnipaMasta
    • May 31, 2007 at 2:56 PM
    • #1,888
    Quote from Rick_D

    yea i recently grabbed that brick texture for a shader test and I at least went to the trouble of cleaning up the shadows. The picture was taken on a bright summers' day and the light/dark contrast is very high.

    The only shadows on it are defined pretty much above the texture, so I left them in because it creates the illusion of lighting. Also because there's about 2300 textures in Deus Ex.

    Aevirex > I think UT2004 supports normal maps...I know there was a texture package with some in.

    For those interested:

    Floor Texture (after some fixes after Acumen pointed out the horrible tiling)

    Wall texture

  • Acumen
    • May 31, 2007 at 3:34 PM
    • #1,889

    ooooh, ok, then its no wonder it repeats while tiling ^^

    i thought the 1024² would have more of these 8 bricks elements and not just a single one at that extreme size ^^

    i don't know really much about this texturing thing, but for that huge size of the texture shouldn't it have more of these brick elements in it (like 4 of them and therefore scalled 1/4), so that, if you use it for an entire room, the tiling/repetetion is not that obvious ?

  • Sindwiller
    • May 31, 2007 at 3:55 PM
    • #1,890
    Quote

    Why...2048X1024 again? It looks ok I guess, but the normals are very extreme and it's hard to determine any detail (which makes the texture resolution kind of useless).

    Because, like I stated, Sauerbraten isn't capable of scaling textures due to its level rendering system based on funky, voxel-style cubes :wink: If I scale it down, it'll tile too much and look unnatural. I think you'd better check it out: http://sauerbraten.org

    Quote

    Sindwiller... I kind make my mind up about that. What is it meant for?

    That's actually a rock texture with green moss and stuff I had some kind of Xen map in mind (not a clone though)

    @ Method

    Good stuff. I always wanted to see how the good people turn references into good textures

  • KIIIA
    • May 31, 2007 at 3:56 PM
    • #1,891

    hmm, Snipamasta, i`m sorry but i don`t think that this is a good texture as it is right now. The material looks like the bark of a tree and the size of that texture is useless. You could have realized this look and feel with a 128² texture too.

    I would recommend to either scale down the texture or scale down the brick elements and make them eight rows for example and allow them to have a greater variety in color, size or whatever to break the obvious repetion.

    And first of all, give them another floor-like overlay structure.

    And i always thought that the Unreal engine 2.5, which is used in UT2k4 isnt capable of Normal Maps and NextGen Textures, too.

    But maybe it is addable via Code enhancements, due to the engines base on DX9.

  • hessi
    • May 31, 2007 at 4:00 PM
    • #1,892

    what is a next gen texture?

  • SnipaMasta
    • May 31, 2007 at 4:07 PM
    • #1,893
    Quote

    Because, like I stated, Sauerbraten isn't capable of scaling textures due to its level rendering system based on funky, voxel-style cubes Wink If I scale it down, it'll tile too much and look unnatural. I think you'd better check it out: http://sauerbraten.org

    I know how Sauerbraten works, what I meant was why use a rectangular texture map instead of just 1024?

    KIIIA, it's a remake of the original texture. It's eight times the original size and has to use the same brick scale, otherwise the texture alignments will screw up in maps.

  • ifO
    • May 31, 2007 at 5:11 PM
    • #1,894

    Oooh so you're making like a hi-res texture replacement pack?

  • aevirex
    • May 31, 2007 at 5:58 PM
    • #1,895

    Hm ok I already knew that normalmaps are impossible with UT2004, I just thought your mod team has made up some fancy technique.

    And you are right, the texture pack's name is "normalmap.utx" iirc, Epic probably forgot it.

  • Rick_D
    • May 31, 2007 at 7:20 PM
    • #1,896

    lol at the big bricks where the seam is

  • Meotwister
    • May 31, 2007 at 9:28 PM
    • #1,897

    man the bricks are the size of a person! 1024 texture res of 8 bricks will do that though... suppose it would look interesting with normalmaps.

    lol rick you colored your avatar nice.

    oh and

    Quote from hessi

    what is a next gen texture?

  • dissonance
    • May 31, 2007 at 9:47 PM
    • #1,898
    Quote from Meotwister

    oh and

    .swf?

  • Buddy
    • May 31, 2007 at 9:56 PM
    • #1,899

    dx10 textures are in .wmv

  • Sindwiller
    • June 1, 2007 at 7:26 AM
    • #1,900
    Quote

    I know how Sauerbraten works, what I meant was why use a rectangular texture map instead of just 1024?

    Ahh, well. The reference wasn't that big and well, I'm too lazy to make it up.

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