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Posted

I finished my concept map Florentine Library a while ago and I thought it is about time I release the textures, so all of you can have fun creating floating palaces in the sky!

Texture pack web page : http://www.simonoc.c...alace/index.htm

The textures are a mixture of different resolutions (512x512 and 1024x1024) and there is only the diffuse layer, I am sure if someone wants to use them they can create the other texture layers.

Oh by the way, Happy Christmas everyone! :D

Here is some texture examples, more on my page:

stonewall1.gifmarblewall1.gif

marbletrim1.gifmarbletrim2.gif

vaultceiling1.gifdoorframe1.gif

  • 2 weeks later...
Posted

Hey, I just made a stonefloor texture with some photos like this I took :

http://www.mineralit...go/DSCF0256.JPG

I put it on csgo with a blend mask :

Unfortunatly I made spec maps but we can't use them with a blending shader :(

Are you using WorldVertexTransition? If you are, you can use $normalmapalphaenvmapmask 1.

Example from l4d2:

WorldVertexTransition

{

$basetexture "concrete/blacktop_ext_01"

$basetexture2 "concrete/blacktop_ext_02"

$ssbump 1

$bumpmap "concrete/blacktop_ext_01_height-ssbump"

$SSBumpMathFix 1

$surfaceprop concrete

$surfaceprop2 concrete

$envmap env_cubemap

$normalmapalphaenvmapmask 1

$envmaptint "[.1 .1 .1]"

"%keywords" l4d2

}

Posted (edited)

For some reason, they use "LightmappedGeneric" for blend texture now in csgo, but it looks the same as "WorldVertexTransition".

Also, $normalmapalphaenvmapmask works but kill the blendmodulatetexture :(

My material :

LightmappedGeneric

{

$basetexture2 "de_summitStoneFloor01_diff"

$bumpmap2 "de_summitStoneFloor01_nmap"

$surfaceprop2 "stone"

$basetexture "de_summitSnow01_diff"

$bumpmap "de_summitSnow01_nmap"

$surfaceprop "snow"

$blendmodulatetexture "de_summitStoneToSnow_blend"

$envmap env_cubemap

$normalmapalphaenvmapmask 1

$envmapcontrast 1

$envmapsaturation ".5"

$envmaptint "[.1 .1 .1]"

"%keywords" 3Dnj

}

Edited by 3Dnj
Posted

For some reason, they use "LightmappedGeneric" for blend texture now in csgo, but it looks the same as "WorldVertexTransition".

Also, $normalmapalphaenvmapmask works but kill the blendmodulatetexture :(

My material :

LightmappedGeneric

{

$basetexture2 "de_summitStoneFloor01_diff"

$bumpmap2 "de_summitStoneFloor01_nmap"

$surfaceprop2 "stone"

$basetexture "de_summitSnow01_diff"

$bumpmap "de_summitSnow01_nmap"

$surfaceprop "snow"

$blendmodulatetexture "de_summitStoneToSnow_blend"

$envmap env_cubemap

$normalmapalphaenvmapmask 1

$envmapcontrast 1

$envmapsaturation ".5"

$envmaptint "[.1 .1 .1]"

"%keywords" 3Dnj

}

Try $envmapmask

It should work with blendmodulatetexture according to this

Posted (edited)

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)

fuagC.jpg

Edited by keres
Posted (edited)

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.

Edited by keres

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