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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • Trempler
    • December 3, 2012 at 6:08 PM
    • #2,801

    i redid a Texture from PhillipK´s Scifi Texturepack just to learn Texturing ....

    100% selfmade no copy paste...

    Hope its okay for the First real Try

    [Blocked Image: http://imageshack.us/a/img819/9519/challange1.png]

  • kikette
    • December 3, 2012 at 10:48 PM
    • #2,802

    Nice for a first try but I think that your metal looks a bit too "cloody". Maybe you ought to put some sharp to your variation transition ?

  • Trempler
    • December 4, 2012 at 5:04 PM
    • #2,803

    Thanks Kikette i try to fix that for future Textures !

    Some new Progress


    Normal Version:

    [Blocked Image: http://imageshack.us/a/img571/7109/floor1a.png]

    [Blocked Image: http://imageshack.us/a/img37/999/floor1e.png]

    Brown Version:

    [Blocked Image: http://imageshack.us/a/img715/8961/floor2a.png]

    [Blocked Image: http://imageshack.us/a/img842/8961/floor2a.png]

    Dark Version:

    [Blocked Image: http://imageshack.us/a/img72/4262/floor3a.png]

    [Blocked Image: http://imageshack.us/a/img5/5406/floor3.png]

    Clean Version:

    [Blocked Image: http://imageshack.us/a/img541/6390/floor4a.png]

    [Blocked Image: http://imageshack.us/a/img822/8247/floor4.png]

    Rusty Version:

    [Blocked Image: http://imageshack.us/a/img217/7323/floor5a.png]

    [Blocked Image: http://imageshack.us/a/img818/562/floor5.png]

    Comments are welcome

  • Dejavo
    • December 4, 2012 at 6:42 PM
    • #2,804

    Looks like good practice, but I think your textures are to noisy both in details and the overall cloudiness mentioned above. Also there seems to be light information baked in to the bevels which you would probably want in your normals instead.

  • 2d-chris
    • December 7, 2012 at 5:43 PM
    • #2,805

    you appear to be trying to simulate what would normally be a 4 different texture shader setup with a single diffuse - how do these look with normal maps, gloss/spec and some lighting?

  • Hipshot
    • December 18, 2012 at 10:58 AM
    • #2,806

    I'm just gonna post this little super-HQ beetle wip I'm working on =)

    8 directions, it will have idle, walk and attack animations.

    [Blocked Image: http://zfight.com/misc/images/beetle.gif]

    edit: Uh, it will also have legs...

  • sock
    • December 19, 2012 at 2:52 PM
    • #2,807

    I finished my concept map Florentine Library a while ago and I thought it is about time I release the textures, so all of you can have fun creating floating palaces in the sky!

    Texture pack web page : http://www.simonoc.com/pages/materials/tppalace/index.htm

    The textures are a mixture of different resolutions (512x512 and 1024x1024) and there is only the diffuse layer, I am sure if someone wants to use them they can create the other texture layers.

    Oh by the way, Happy Christmas everyone!

    Here is some texture examples, more on my page:

    [Blocked Image: http://www.simonoc.com/images/materials/tppalace/stonewall1.gif][Blocked Image: http://www.simonoc.com/images/materials/tppalace/marblewall1.gif]

    [Blocked Image: http://www.simonoc.com/images/materials/tppalace/marbletrim1.gif][Blocked Image: http://www.simonoc.com/images/materials/tppalace/marbletrim2.gif]

    [Blocked Image: http://www.simonoc.com/images/materials/tppalace/vaultceiling1.gif][Blocked Image: http://www.simonoc.com/images/materials/tppalace/doorframe1.gif]

  • Squad
    • December 19, 2012 at 5:48 PM
    • #2,808

    Nice textures!

  • ElectroSheep
    • January 2, 2013 at 2:29 PM
    • #2,809

    Hey, I just made a stonefloor texture with some photos like this I took :

    http://www.minerality.fr/images/maps/csgo/DSCF0256.JPG

    I put it on csgo with a blend mask :

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-01-02_00001.jpg]

    Unfortunatly I made spec maps but we can't use them with a blending shader

    Edit :

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/Stone_prev%20copy.jpg]

  • kikette
    • January 2, 2013 at 5:44 PM
    • #2,810

    Looks nice ! But under the snow, does the pepples aren't supposed to be wet (darker in that case because you can't use spec you said) ?

  • ElectroSheep
    • January 4, 2013 at 11:03 AM
    • #2,811

    Yeah, it could be cool if there were a wet transition ^^

  • Kosire
    • January 8, 2013 at 3:44 PM
    • #2,812
    Quote from 3Dnj

    Hey, I just made a stonefloor texture with some photos like this I took :

    http://www.minerality.fr/images/maps/csgo/DSCF0256.JPG

    I put it on csgo with a blend mask :

    Unfortunatly I made spec maps but we can't use them with a blending shader

    Are you using WorldVertexTransition? If you are, you can use $normalmapalphaenvmapmask 1.

    Example from l4d2:

    Quote

    WorldVertexTransition

    {

    $basetexture "concrete/blacktop_ext_01"

    $basetexture2 "concrete/blacktop_ext_02"

    $ssbump 1

    $bumpmap "concrete/blacktop_ext_01_height-ssbump"

    $SSBumpMathFix 1

    $surfaceprop concrete

    $surfaceprop2 concrete

    $envmap env_cubemap

    $normalmapalphaenvmapmask 1

    $envmaptint "[.1 .1 .1]"

    "%keywords" l4d2

    }

    Display More
  • ElectroSheep
    • January 8, 2013 at 6:34 PM
    • #2,813

    For some reason, they use "LightmappedGeneric" for blend texture now in csgo, but it looks the same as "WorldVertexTransition".

    Also, $normalmapalphaenvmapmask works but kill the blendmodulatetexture

    My material :

    Quote

    LightmappedGeneric{

    $basetexture2 "de_summitStoneFloor01_diff"

    $bumpmap2 "de_summitStoneFloor01_nmap"

    $surfaceprop2 "stone"

    $basetexture "de_summitSnow01_diff"

    $bumpmap "de_summitSnow01_nmap"

    $surfaceprop "snow"

    $blendmodulatetexture "de_summitStoneToSnow_blend"

    $envmap env_cubemap

    $normalmapalphaenvmapmask 1

    $envmapcontrast 1

    $envmapsaturation ".5"

    $envmaptint "[.1 .1 .1]"

    "%keywords" 3Dnj

    }

    Display More
  • Kosire
    • January 8, 2013 at 8:24 PM
    • #2,814
    Quote from 3Dnj

    For some reason, they use "LightmappedGeneric" for blend texture now in csgo, but it looks the same as "WorldVertexTransition".

    Also, $normalmapalphaenvmapmask works but kill the blendmodulatetexture

    My material :

    Try $envmapmask

    It should work with blendmodulatetexture according to this

    Quote
    • Incompatible with $normalmapalphaenvmapmask (use $envmapmask instead).
  • ElectroSheep
    • January 8, 2013 at 8:50 PM
    • #2,815

    Lol, I was on this page early but I didn't see that : Incompatible with $normalmapalphaenvmapmask (use $envmapmask instead).

    I will try this thanks.

  • keres
    • January 16, 2013 at 1:48 AM
    • #2,816

    Well this sort of has to do with texturing

    I found that when photosampling for tiles, I got a good result by taking a whole bunch of random squares in the image to break up some of the coherent details. This would take a long time for textures with a whole lot of tiles, so I wrote a tool to do all of it for me. You could even use it for bricks (or anything square-like.)

    This is a good test case: (clearly not a production texture, just as a test)

    [Blocked Image: http://i.imgur.com/fuagC.jpg]

  • Kedhrin
    • January 16, 2013 at 2:05 AM
    • #2,817

    can you share the tool

  • ⌐■_■
    • January 16, 2013 at 3:58 AM
    • #2,818

    yes please

  • kikette
    • January 16, 2013 at 5:59 AM
    • #2,819

    Sounds really cool !

  • keres
    • January 16, 2013 at 5:55 PM
    • #2,820

    Absolutely I plan on doing some more work on it today, including adding a little GUI with Qt. I'll see where it can be uploaded after that is done.

    Edit: Screw Qt. I tried all this morning to get both 4.x and 5.x running with vs2010/2012 and mingw to no avail.

    Edit again: it's a command line tool. Nothing wrong with that! Windows build is good to go, and I plan on compiling the mac version either late tonight or early tomorrow and then I'll upload it all in one zip.

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