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  2. keres

Posts by keres

  • Batch Sampler

    • keres
    • March 29, 2013 at 10:25 PM
    Quote from tehSandwich

    I can't run it from my side, it complains about it being an invalid Win32 application. Is trying to run it on Windows XP part of the problem?

    Probably. I didn't do anything XP-related when building the release version.

    Quote from leviatan1001

    Brilliant idea! Do you plan to make a gui? Would be nice to get a grey scale map with the computed grid, for masking in photoshop later, you know...

    No gui for now. I'm genuinely disappointed with gui toolkits in general. They all kind of suck.

  • Indiegame - Hammerwatch beta/demo

    • keres
    • March 29, 2013 at 9:36 PM

    This is super cool. I think I will probably totally give this a whirl when I get the chance.

  • Batch Sampler

    • keres
    • January 17, 2013 at 6:50 PM

    Cool If you ever use this tool to make some really freaking cool textures, I would really, really appreciate it if I could get some pimp shots. I plan on doing a handful of other similar tools in the future.

  • Batch Sampler

    • keres
    • January 17, 2013 at 6:39 PM

    Dammit! I forgot to include the silly crt dll. One bit and I'll fix it...

    Edit:

    Fixed. Or at least it should be. Please tell me if it works I'm unable to check such a thing on my own computer.

  • Batch Sampler

    • keres
    • January 17, 2013 at 5:53 PM

    https://sourceforge.net/projects/batchsampler/

    I wrote this little program to help everyone save some time when they're looking to create a grid of randomly sampled tiles from a source image. The idea is that if you have a whole lot of tiles, you don't want to spend all of that time doing a bunch of copy-pasting.

    It is free to use for whatever purpose, and the source code is also available. I don't have a mac, so right now there is only a win32 version, but nothing is stopping you from porting it

    PNG, TGA, and JPG are supported.

    This image pretty much sums it up:

    [Blocked Image: https://sourceforge.net/projects/batchsampler/screenshots/workflow.jpg]

    ...and with that workflow I made the following material in about 15 minutes this morning:

    [Blocked Image: http://i.imgur.com/MUE0y.jpg]

  • totally random texture thread

    • keres
    • January 17, 2013 at 5:34 PM

    I made the following texture this morning with the tool I made in just a matter of minutes

    It's not my best work, but it's definitely something that would have taken me longer than thirty minutes.

    [Blocked Image: http://i.imgur.com/MUE0y.jpg]

    Now to write a tool that generates a grid of rectangles of arbitrary shades...

  • totally random texture thread

    • keres
    • January 17, 2013 at 4:35 PM

    You can download it here on sourceforge:

    https://sourceforge.net/projects/batchsampler/

    The source code (released under WTFPL, probably the most flexible license ever) is also available if you aren't faint of heart

  • totally random texture thread

    • keres
    • January 16, 2013 at 5:55 PM

    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.

  • totally random texture thread

    • keres
    • January 16, 2013 at 1:48 AM

    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]

  • totally random texture thread

    • keres
    • October 31, 2011 at 1:33 AM

    Great stuff, PogoP!

  • WIP in WIP, post your level screenshots!

    • keres
    • September 14, 2011 at 1:24 AM

    AtsEst, it looks beautiful! Great job!

  • totally random texture thread

    • keres
    • September 9, 2011 at 12:50 AM

    Thanks Chris! I'm probably going to downsize it to a 512px base diffuse and have a detail map of 256px or so. Bonus points for putting the specular in one of the channels instead of using an alpha, too. It's weird, because I am a programmer, but my art workflow is still pretty primitive like for Id Tech 3.

  • totally random texture thread

    • keres
    • September 5, 2011 at 3:35 AM

    Here is a slow one I did today. I feel like I'm getting rusty... but then again my head was killing me. (Now edited, I'm a little happier.)

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

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

    Edit: I've made quite a few changes to this and will post the revised version later. It looks better, trust me!

    Edit2: Revisions done. Two pics now!

    Sorry the photos are a bit obnoxiously large... Does it really bother anyone?

  • Froyok's concept thread

    • keres
    • July 19, 2011 at 6:46 PM

    Looks great! I'm certainly not amazing at drawing or painting, but one thing that quite a few artists that I know have stressed is to keep canvas-rotating to a minimum, as they claim you could one day be working on a piece of art that you cannot turn upside down very easily. Evidently it also improves overall line integrity. You have probably heard this many times, though.

    Do you ever do 100% digital drawings, or much prefer scanning then touching up? How much faster is the video than real time?

  • totally random texture thread

    • keres
    • July 8, 2011 at 4:44 PM

    Decent for a first attempt, I guess, but to be honest I don't really know what it is.

  • totally random texture thread

    • keres
    • June 27, 2011 at 4:57 PM

    Wow, looking great Steppenwolf! You could try masking the ornament off and replacing the background. It's a different color enough that I'll bet you could just take a channel as a selection and touch it up.

  • totally random texture thread

    • keres
    • June 22, 2011 at 3:31 AM
    Quote from 2d-chris

    you've just blown an entire maps memory on a tile texture Downscale that sucker or you'll look like you have no idea about texture memory limits (keep the 2k and maybe mention it could be used for some next gen game)

    I purposely made it larger for the sake of scaling it down.

    Please tell me why this material looks awful. I tried going for the aged & cold mental asylum look, but I don't think it turned out well.

    [Blocked Image: http://i.imgur.com/ViSv6.jpg]

  • totally random texture thread

    • keres
    • June 4, 2011 at 1:47 AM

    I think you could use more geometry. Also, try painting scratches into your specular. They will show off nicely

    Here's a material I was working on a little bit ago w/ a new zbrush workflow

    [Blocked Image: http://keres.satgnu.net/gallery/tiles01_preview.jpg]

  • totally random texture thread

    • keres
    • December 23, 2010 at 6:56 PM

    Try adding a tight, yet subtle specular to it.

  • totally random texture thread

    • keres
    • December 16, 2010 at 3:40 AM

    That is one very sexy texture, sir. Bake out from zbrush, maybe?

    I'm currently baking high poly meshes to low poly props, so I should have something to show in a bit. I've encountered a strange problem with this, though. These meshes are not enclosed, and they share the same UV space as the high poly mesh. I'm lost as to how to fix this

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