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TEXTURE SET: PK02 - Source/TGA versions

  • PhilipK
  • July 10, 2010 at 4:08 PM
  • mjens
    • July 12, 2010 at 2:25 PM
    • #21
    Quote from dux

    Does anything actually get spotlighted here anymore?

    EOT? :>

  • Mazy
    • July 12, 2010 at 3:52 PM
    • #22

    Class Blaz, mothereffin CLASS!

    Starbreeze are lucky to have you man

  • GregBoffins
    • July 17, 2010 at 1:29 AM
    • #23

    Fantastic work as usual Phil.

    Not sure if it is useful to you, but I have made an idtech 4 (Doom 3/Quake 4) material file: http://%7boption%7d

    Keep on truckin'

    Z

  • PhilipK
    • July 23, 2010 at 11:14 AM
    • #24

    Damn, thanks man! I'll add that download to my posts as well, very appreciated!

  • GregBoffins
    • July 24, 2010 at 12:11 AM
    • #25
    Quote from PhilipK

    Damn, thanks man! I'll add that download to my posts as well, very appreciated!

    It's all good. I am yet to really utilise them, but I've been a roll with my doom 3 level that I've been making for like 100 years. I have one area where I think they may fit.

  • 2d-chris
    • July 27, 2010 at 10:44 PM
    • #26

    One Word ..

    God.

  • Stevelois
    • July 24, 2013 at 2:37 PM
    • #27

    My first post


    I found these textures to look awesome and I wanted to say THX for releasing them in tga's so I would be able to use them in my next level


    When I look at the files, can you tell me what the "i" are for ? I understand there is a diffuse + specular + normal tga's but I'm not sure is the "i" is a ambient occlusion map nor how to set them in the unreal editor ?


    THX again

  • Rudy.cz
    • July 24, 2013 at 4:35 PM
    • #28

    Those _i textures go for illuminate maps - they defines areas in the texture which are always bright, regardless the light cast on them. They are used for lights, computer screens etc.

  • Stevelois
    • July 24, 2013 at 4:47 PM
    • #29

    Ahh, they are emissive textures, THX for the explanation

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