Hipshot Posted December 18, 2012 Report Posted December 18, 2012 (edited) I'm just gonna post this little super-HQ beetle wip I'm working on =) 8 directions, it will have idle, walk and attack animations. edit: Uh, it will also have legs... Edited December 18, 2012 by Hipshot ⌐■_■ and Pampers 2 Quote
sock Posted December 19, 2012 Report Posted December 19, 2012 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! Here is some texture examples, more on my page: FMPONE, Squad, 2d-chris and 2 others 5 Quote
ElectroSheep Posted January 2, 2013 Report Posted January 2, 2013 (edited) 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 Edit : Edited January 2, 2013 by 3Dnj ⌐■_■, cincinnati and cyberjunkie 3 Quote
kikette Posted January 2, 2013 Report Posted January 2, 2013 Looks nice ! But under the snow, does the pepples aren't supposed to be wet (darker in that case because you can't use spec you said) ? Quote
ElectroSheep Posted January 4, 2013 Report Posted January 4, 2013 Yeah, it could be cool if there were a wet transition ^^ Quote
Kosire Posted January 8, 2013 Report Posted January 8, 2013 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 } Quote
ElectroSheep Posted January 8, 2013 Report Posted January 8, 2013 (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 January 8, 2013 by 3Dnj Quote
Kosire Posted January 8, 2013 Report Posted January 8, 2013 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 Incompatible with $normalmapalphaenvmapmask (use $envmapmask instead). Quote
ElectroSheep Posted January 8, 2013 Report Posted January 8, 2013 Lol, I was on this page early but I didn't see that : Incompatible with $normalmapalphaenvmapmask (use $envmapmask instead). I will try this thanks. Quote
keres Posted January 16, 2013 Report Posted January 16, 2013 (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) Edited January 16, 2013 by keres ⌐■_■, kikette and Rick_D 3 Quote
keres Posted January 16, 2013 Report Posted January 16, 2013 (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 January 17, 2013 by keres ⌐■_■ 1 Quote
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