1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
Everywhere
  • Everywhere
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Members
  3. Wile E. Coyote

Posts by Wile E. Coyote

  • New HL2 developer tool

    • Wile E. Coyote
    • July 11, 2006 at 12:55 AM

    I'd love to check it out.

  • totally random texture thread

    • Wile E. Coyote
    • July 7, 2006 at 1:02 AM

    KoKo5oVaR

    Seeing as you are in France, and assuming you are using the French localization of Adobe Photoshop, I would bet it has to do with such. Perhaps the DDS Utilities don't have a French localization, and therefore do not work properly? As for being "official", I'm assuming you mean it isn't legal. Even if it isn't legal, this shouldn't be the case. I would suggest trying to reinstall, and using the English localization if you are semi-fluent with the language. Just a thought, so it may/may not work.

  • totally random texture thread

    • Wile E. Coyote
    • July 7, 2006 at 12:28 AM

    I like to stick with the good ole' diffuse and bump. But seriously, for normal maps, I usually draw the basic geometry in Photoshop (panels, bricks, doors, etc), set the original texture to multiply on top of the basic geometry I created, and erase parts that have no need for a normal (such as stains and dirt), and proceed from there. It isn't flawless, but it beats having to model the geometry, and it usually works quite well and is time efficient.

  • The random model thread!

    • Wile E. Coyote
    • July 7, 2006 at 12:22 AM

    Be careful with graffiti, though. It wasn't prominent until the late 60s', so stick with era-specific graffiti (which honestly wasn’t much). And as ferret said, propaganda posters and whatnot would definitely help the focus. A good website with a lot of photo references regarding propaganda is PsyWar.

  • The random model thread!

    • Wile E. Coyote
    • July 6, 2006 at 11:36 PM

    Assuming its for a World War 2 type of game, shatter the glass. Normally there were hardly any glass windows that were still intact during war-time, so it'd help with the realistic factor, as well as the artistic direction. The brick itself is good, but add variation -- perhaps it went under renovation, and a few new bricks replaced old ones (along the bottom, usually, for reinforcement purposes)? More dirt along the bottom would also be good. Add smoke stains along one wall to indicate a fire had taken place, or even an wall entire wall had been destroyed, showing rebar, beams, and other types of metal reinforcement. It wouldn’t allow the building to be entered, but it’d be more interesting to the player. The overall absence of damage is largely what is a disappointment. Hell, even a crack decal here and there would spice it up. More vibrance to the brick would help (although the brick itself is quite good looking), unless of course you were going for monochromaticity. Just make the model tell a story, and you are set!

  • totally random texture thread

    • Wile E. Coyote
    • July 6, 2006 at 6:51 PM

    http://www.mapcore.net/forums/viewtopic.php?t=2339

  • totally random texture thread

    • Wile E. Coyote
    • July 6, 2006 at 5:59 PM

    Ooghijmiqtxxa

    The tarmac looks good, but it is a bit too clean and unnatural. Even a new road will have noticeable wear and tear, tire marks, dirt tracks, and oil in the center from leaks and whatnot. The curbs also look unrealistic. From my perspective, it looks like the road is a lot deeper than the curb, which really isn’t the case in real life. Add a few grates here and there to spice it up, add a more realistic depth to it, and give the impression the curbs aren't as big as they appear. Also, as others have stated, the mirroring highly distinctive. If you were planning to mirror it in the first place, you could have made a 256x512 (or 512x1024) texture to save resources, and have the level designer be the one to mirror it. The tarmac looks excellent however; just fix up the flaws that can easily be touched up, and you’ll have one mighty fine texture.


    As for the second texture (honestly can't tell what material it is meant to be), it is highly noticeable that you used the clone tool a bit too much. The repetition is awful, so try not to use the clone tool as much. For variation, get a few similar photo references, desaturate, set to luminosity and lower the opacity. It's a lot better than cloning the same area over and over, and gives a more uniform look. As for the window, it doesn't flow with the rest of the piece, but it does look nice. Perhaps in another texture it would look better?

    The final texture I personally love, but the trim repetition is a bit too apparent. It seems you made a 512x32 trim and just slapped it on there side-by-side. If you are going to do that, add slight cracks and indents to break up any noticeable tiling. As with the previous texture, the windows simply don't flow, though opposite to the previous, I don't think they look too good. Overall, the texture is a very good looking, but it is a bit blurry and a sharpen filter > fade to 50% wouldn't hurt. Good work though! I love your style!

  • Where do you live?

    • Wile E. Coyote
    • July 5, 2006 at 6:26 PM

    Dallas, Texas, U.S.A.

Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  2. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  3. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  4. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  5. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  6. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  7. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  8. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  9. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  10. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™