evillair Posted December 5, 2005 Report Posted December 5, 2005 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): Thanks. Quote
mikezilla Posted December 5, 2005 Report Posted December 5, 2005 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... Quote
IR Posted December 5, 2005 Report Posted December 5, 2005 great set eve, cant wait for you new one ^_^ Quote
evillair Posted December 5, 2005 Author Report Posted December 5, 2005 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 Quote
The Postman Posted December 5, 2005 Report Posted December 5, 2005 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. Quote
st0lve Posted December 5, 2005 Report Posted December 5, 2005 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. Quote
KungFuSquirrel Posted December 5, 2005 Report Posted December 5, 2005 I fiddled around with these; they look pretty spiffy in-game. Quote
Campaignjunkie Posted December 5, 2005 Report Posted December 5, 2005 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! Quote
D3ads Posted December 6, 2005 Report Posted December 6, 2005 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! 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 Quote
Campaignjunkie Posted December 6, 2005 Report Posted December 6, 2005 Oops, guess I should check the boards more often. Well then, I think Spacer should consider uploading the pack for public consumption! Quote
insta Posted December 6, 2005 Report Posted December 6, 2005 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" } Quote
evillair Posted December 7, 2005 Author Report Posted December 7, 2005 Thanks guys I could convert them myself and release a hl2 version but I'm not too knowlegable with the hl2 material system. :\ Quote
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