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Cliff textures. (DL and screens (alot))

  • Hipshot
  • August 15, 2005 at 5:28 AM
  • The Postman
    • August 15, 2005 at 11:22 PM
    • #21

    Good stuff but some of your spec maps are "spiking" pretty hard. Try evening out the contrast on them. Rocks shouldn't be too shiny.

  • Slackiller
    • August 16, 2005 at 4:03 AM
    • #22

    textures Look great

  • D3ads
    • August 16, 2005 at 11:53 AM
    • #23

    Absolutely fantastic mate, very very impressive!

  • RA7
    • August 16, 2005 at 8:58 PM
    • #24

    It's not a map, but worth pimping for me.

    very good job, will add mirror.

  • mike-0
    • August 17, 2005 at 3:14 AM
    • #25

    god damn this is sexy. i really like the last one.

  • Phobos
    • August 17, 2005 at 8:10 AM
    • #26

    Thats what I call hot texture lovin.

    Ferrets got the idea. Those would look great in some maps

  • Backslider
    • August 18, 2005 at 9:35 PM
    • #27

    Three thumbs up!

  • Eliot
    • August 18, 2005 at 10:20 PM
    • #28

    i like the pink

  • Hipshot
    • August 19, 2005 at 10:28 PM
    • #29

    Hello, I'm having a vacation in another part of the country, so I haven't been able to answer your posts. But I can answer some now brief, since I'm on a 56K-line only.

    I can, but I will not release any textures as VMT and VMF, TGA is the best since its uncompressed and 'free' from any game bounds. Also some engines supports them directly, like Q3E, D3E and others, and I really think that people who have obtained a skill in using displacements for creating alpha modded terrain should know how to create a texture to use within Source, atleast for me, was that one of the first thing I found out.

    If anyone like to, they can convert them and redist them as Source-only textures, I don't mind, I just won't do that.

    About the normal maps, I just did them cause I do that for all my textures made of stone and with other 'uneven' surfaces. I know that I probably could have done these a bit better, but I really did have no time.

    I usually don't release textures before I have used them myself in a released map, but since my next map will take some time and it sure will not contain all of these styles I'll better just release all of 'em now. I plan to release some brick textures also...

    Use these textures however you like in whatever game you like. I would love to see some of the work.

    Cheers friends

  • 2d-chris
    • August 20, 2005 at 4:19 PM
    • #30

    Oh nice work! i like allot

  • Slackiller
    • August 24, 2005 at 4:56 AM
    • #31

    I compiled the textures into vtf's and vmt's, if someone wants to download them and make sure I put in all the appropriate options into the vmt's. I made the blend vmt's also.

    I wasn't sure if the I should put the

    "$envmap" "env_cubemap"

    line in so I didn't. no reflections.?

    also wasn't sure if I should have added

    "$basetexturetransform" "center .5 .5 scale 1 1 rotate 0 translate 0 0"

    "$basetexturetransform2" "center .5 .5 scale 1 1 rotate 0 translate 0 0"

    to the blend textures. So I didn't. I seen some people having misalignment problems with them lines in the code.

    I tested the textures in Hammer and all work.

    Download Here

    1 of the blend vmt's

    "WorldVertexTransition"

    {

    "$BaseTexture" "cliff_textures/cliff_01_v1"

    "$BaseTexture2" "cliff_textures/grass_01_v1"

    "$surfaceprop" "rock"

    "$surfaceprop2" "grass"

    "$bumpmap" "cliff_textures/cliff_01_normal"

    "$bumpbasetexture2withbumpmap" "cliff_textures/grass_01_normal"

    }

    1 of the cliff vmt's

    "lightmappedGeneric"

    {

    "$baseTexture" "cliff_textures/cliff_01_v2"

    "$bumpmap" "cliff_textures/cliff_01_normal"

    "$surfaceprop" "rock"

    }

    should anything else be added? or taken away?

  • DaanO
    • August 24, 2005 at 11:18 AM
    • #32

    Thanks slackiller

  • Zacker
    • August 24, 2005 at 2:33 PM
    • #33

    Yep, thats cool:)

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