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eX textures release

  • evillair
  • December 5, 2005 at 6:20 PM
  • evillair
    • December 5, 2005 at 6:20 PM
    • #1

    Hi,

    I released a new texture set for Quake 4 called eX awhile ago but I just wanted to make sure other people then the quake community heard about it.

    eX page

    download high version (512) (50.5Megs)

    download low version (256) (13.8Megs)

    Preview (3dsMax):

    [Blocked Image: http://evillair.net/textures/eX/eX_preview.jpg]

    Thanks.

  • mikezilla
    • December 5, 2005 at 6:24 PM
    • #2

    not to crap on your hot dogs here but, if they're for quake 4 shouldn't they be devoid completely of highlights and shadows? You know, for the normal maps...

  • IR
    • December 5, 2005 at 6:25 PM
    • #3

    great set eve,

    cant wait for you new one ^^

  • evillair
    • December 5, 2005 at 6:34 PM
    • #4
    Quote from mikezilla

    not to crap on your hot dogs here but, if they're for quake 4 shouldn't they be devoid completely of highlights and shadows? You know, for the normal maps...

    Just to be clear, the preview image shown is with the specular and normals...(hence the 3dsMax next to the image)

    Thanks IR

  • The Postman
    • December 5, 2005 at 7:18 PM
    • #5
    Quote from mikezilla

    not to crap on your hot dogs here but, if they're for quake 4 shouldn't they be devoid completely of highlights and shadows? You know, for the normal maps...

    For best results in Doom3 tech you should place light shadowing and even lighter highlights (keeping in mind the placement and use of the object or texture you're making. IE: if you're making a stationary standalone object you can certainly use more highlights and shadow since the object will always be standing).

    Highlights and shadow on a normal-mapped item only exist to emphasize existing shadow and light and to increase contrast on the over-all skin/texture.

    That being said, nice set, Eve.

  • evillair
    • December 5, 2005 at 7:36 PM
    • #6

    Thanks, btw it's 'Yves'

  • kleinluka
    • December 5, 2005 at 8:37 PM
    • #7

    too much blue =)

  • st0lve
    • December 5, 2005 at 9:51 PM
    • #8

    I wish that they would look that awsome in Source, cause the "plain" .tgas are boring, and hell, I do not want the crap with adding normal maps for every single texture...

    This texture set reminds me of your e4, e5 and e6 sets, which was great

    Great work Yves.

  • KungFuSquirrel
    • December 5, 2005 at 10:32 PM
    • #9

    I fiddled around with these; they look pretty spiffy in-game.

  • Campaignjunkie
    • December 5, 2005 at 10:48 PM
    • #10
    Quote from st0lve

    I wish that they would look that awsome in Source, cause the "plain" .tgas are boring, and hell, I do not want the crap with adding normal maps for every single texture...

    Actually, I don't think it would be that difficult. Maybe slightly time-consuming, plugging in all the filenames and configuring the material properties, but it wouldn't be too bad. Heck, I'll do it if no one else will!

  • PhilipK
    • December 5, 2005 at 11:09 PM
    • #11

    Great job =)

  • D3ads
    • December 6, 2005 at 12:08 AM
    • #12
    Quote from Campaignjunkie

    Actually, I don't think it would be that difficult. Maybe slightly time-consuming, plugging in all the filenames and configuring the material properties, but it wouldn't be too bad. Heck, I'll do it if no one else will!

    Spacer already did that with his Fortress forever map, that's how evillair appeared on here after IR probably told him about the praise he was getting.

    Textures are awesome btw

  • Campaignjunkie
    • December 6, 2005 at 12:20 AM
    • #13

    Oops, guess I should check the boards more often. Well then, I think Spacer should consider uploading the pack for public consumption!

  • insta
    • December 6, 2005 at 12:32 AM
    • #14

    I've converted them as well, although I'm not quite sure that the .vmt file settings are the best. Also, I messed up the alpha-textures.

    Here's a typical vmt file :

    "lightmappedgeneric" {

    "$basetexture" "evillair\eX_floor_tile_03_d"

    "$bumpmap" "evillair\eX_floor_tile_03_normal"

    "$envmapmask" "evillair\eX_floor_tile_03_s"

    "$envmapcontrast" 0.500000

    "$envmap" "env_cubemap"

    "$envmaptint" "[ 0.5020 0.5020 0.5020 ]"

    "$surfaceprop" "metal"

    }

  • evillair
    • December 7, 2005 at 2:32 AM
    • #15

    Thanks guys

    I could convert them myself and release a hl2 version but I'm not too knowlegable with the hl2 material system. :\

  • Crackerjack
    • December 7, 2005 at 2:39 AM
    • #16

    Well sir you best get on top of your game! lol jk

    I would be interested to see the style you would incoprate in your usual "sci-fi" themed textured if you were to do a HL2 set... seeing how the textures would have to be approached in a different way to complement the source engine.

  • kleinluka
    • December 7, 2005 at 4:31 AM
    • #17

    source not having realtime preview of specular and normal maps inside the editor makes it very painful to create custom materials on that engine... :/ *stays far away from source*

  • Bic-B@ll
    • December 7, 2005 at 4:34 AM
    • #18

    /me gets closer to klein

  • Campaignjunkie
    • December 7, 2005 at 4:39 AM
    • #19

    Actually, there's specular preview in the editor. Not for normal maps though, since there's no lightmap view.

  • kleinluka
    • December 7, 2005 at 5:46 AM
    • #20
    Quote from Campaignjunkie

    Actually, there's specular preview in the editor. Not for normal maps though, since there's no lightmap view.

    well you'd kinda need both

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