Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Myth
Posts: 165 Joined: Wed Jan 12, 2000 8:00 am
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by Myth » Wed Feb 09, 2005 3:27 pm
Raven
Posts: 51 Joined: Sat Apr 17, 2004 7:00 am
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by Raven » Wed Feb 09, 2005 3:33 pm
Good stuff man ^^ I really like that bottom left texture.
:icon31:
[b]Ford '3-Poynt' Dye
Designer[/b]
[url=http://www.ravensoft.com/frameset.html]Ravensoft[/url]
[url=http://www.levelforge.com/index.html]Personal Site[/url]
Fjoggs
Posts: 2555 Joined: Fri May 03, 2002 7:00 am
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by Fjoggs » Wed Feb 09, 2005 3:33 pm
Good to see some alternative gothic textures, nice job.
bork[e]
Posts: 4357 Joined: Tue Mar 23, 2004 8:00 am
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by bork[e] » Wed Feb 09, 2005 8:25 pm
This the stuff you where working on over at Map-Center? If you are who I'm thinking you are...
...anyway, looks like some good stuff. Been looking for a new set to cover up some caulk. :icon14:
inphlict
Posts: 1656 Joined: Sat Jul 13, 2002 7:00 am
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by inphlict » Wed Feb 09, 2005 10:16 pm
Sweet textures man. :icon26:
Jesterspaz
Posts: 2 Joined: Sun Mar 03, 2002 8:00 am
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by Jesterspaz » Wed Feb 09, 2005 10:17 pm
Yeah those textures are nice =)
Good to see a new gothic texture set out there ^^
mabye ill even start a map with them :icon25:
btw, Hello everyone!
Justin 'Jesterspaz' Negrete
Level Designer
Myth
Posts: 165 Joined: Wed Jan 12, 2000 8:00 am
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by Myth » Thu Feb 10, 2005 11:26 am
Thanks for the compliments everyone
bork[e]: Yeah those are the same ones I was working on at Map-Center.
Jesterspaz: That would be awsome, give me a yell if you make anything I'd love to see it :icon14:
voodoochopstiks
Posts: 248 Joined: Tue Jun 08, 2004 7:00 am
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by voodoochopstiks » Thu Feb 10, 2005 12:15 pm
Its DEAD secksey!
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
Hipshot
Posts: 1547 Joined: Sun Jan 20, 2002 8:00 am
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by Hipshot » Thu Feb 10, 2005 12:18 pm
zexieh
Looks neat.
downloading...
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Kat
Posts: 952 Joined: Tue Nov 14, 2000 8:00 am
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by Kat » Thu Feb 10, 2005 1:49 pm
How did you do the stones for the item marker (I'm assuming that's what it is?)?
Pext
Posts: 4257 Joined: Thu Aug 28, 2003 7:00 am
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by Pext » Thu Feb 10, 2005 2:00 pm
i'd guess several background rock textures for each stone and a gravel texture for the cement
Kat
Posts: 952 Joined: Tue Nov 14, 2000 8:00 am
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by Kat » Thu Feb 10, 2005 2:33 pm
Pext wrote: i'd guess several background rock textures for each stone and a gravel texture for the cement
Sorry I ment whether they were photsourced or not... if they are it's good to see someone not shy about using photos in their textures.
Myth
Posts: 165 Joined: Wed Jan 12, 2000 8:00 am
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by Myth » Fri Feb 11, 2005 9:47 am
Kat: The brick texture was made mostly using photosourcing. It was the first texture I made so probably wasn't made using the most efficient method.
- I built up a background texture by just layering and overlaying photos.
- The cement was just a darker overlay on another layer.
- All hi-lites and shadows were hand drawn on! (I don't think I knew about layer effects at the time!)
- Final detail (decay and cracks etc) was either clone brushed on from photos of bricks or hand drawn on using the burn tool.
AEon
Posts: 1816 Joined: Sun Apr 20, 2003 7:00 am
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by AEon » Sat Feb 19, 2005 8:54 am
Myth,
added your texture set to the Resource Stricky's "todo" section.