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eX: Q4 textures released

Posted: Sun Nov 20, 2005 1:26 pm
by evillair
Hi,

I just released a new texture set; this on is called eX and is for Quake 4.

eX page

download high version (512) (50.5Megs)
download low version (256) (13.8Megs)


preview:
Image

Thanks.

Posted: Sun Nov 20, 2005 1:50 pm
by Black_Dog
Damn you, I was hoping to get some sleep tonight.

Re: eX: Q4 textures released

Posted: Sun Nov 20, 2005 1:52 pm
by sumatra
evillair wrote: Thanks.
Thank you, oh Lord :p .

Posted: Sun Nov 20, 2005 3:26 pm
by Plan B
Thanks!

I'm glad that, like in your Q3-sets, you included plenty of generic textures.
Very versatile.

They lend themselves to be easily used across more awkward brush-constructions, unlike the finnicky Q4 stock ones, which mostly force you to apply them to brushes of the same dimensions as the textures.

:icon14:

Posted: Sun Nov 20, 2005 3:33 pm
by Lukin
Great!
Hopefully "Q4" will get more custom texture sets than "Doom 3".

Posted: Sun Nov 20, 2005 5:19 pm
by Bill Brooks
Sweet I have been waiting for these.

Posted: Sun Nov 20, 2005 6:08 pm
by corsair
I just browsed through the textures in the editor and must say its another fancy set mr. Evil ;]

One comment tho, quoting your readme file;

""(Find\Replace "/eX/" to "/yourmapname/""

Doing this will ignore the bold and underlined bit of the following;

"guide textures/eX/eXmetalBase01 generic_shader("eX/exmetalBase01")

I'd suggest find/replace "ex/ex" to "something/ex"

Posted: Sun Nov 20, 2005 6:38 pm
by Techx
nice evil, been looking forward to these :icon31:

Posted: Mon Nov 21, 2005 6:50 pm
by StormShadow
awesome, as usual :)

Posted: Mon Nov 21, 2005 7:44 pm
by cavefish
arrgh... now I'm really pissed cuz I can't design for Q4 with this crappy slow PC.. with such nice textures available it's now even harder to sustain...

Posted: Tue Nov 22, 2005 4:55 pm
by evillair
Thanks alot guys, glad you're liking them.

Hope you put them to good use. :)

Posted: Tue Nov 22, 2005 5:06 pm
by o'dium
I dont liek them, if i'm honest. I dont know why, they look the same as your other textures. A lot of detail but at the same time, way to bland. Its like rusted metal, but the rest has no depth. I could oforgive this on older textures with older engines but now you have local height and specular as well as diffuse to help you out...?

Get what i mean?

Posted: Tue Nov 22, 2005 5:19 pm
by Fjoggs
That's why they're perfect. Doesn't have to be used "like this or that".

Posted: Tue Nov 22, 2005 5:22 pm
by o'dium
Fjoggs wrote:That's why they're perfect. Doesn't have to be used "like this or that".
No, but they ARE used. Look for the rust. They seem toon-like, have no sense of depth. They look clean but are clearly not.

Posted: Tue Nov 22, 2005 5:29 pm
by Fjoggs
I can't tell how they look ingame from a preview screen. I just commented it after you said:

" I could oforgive this on older textures with older engines but now you have local height and specular as well as diffuse to help you out...?"

I've might have misunderstood your way of words though.

Posted: Tue Nov 22, 2005 8:26 pm
by evillair
O'dium,
I understand what you mean and you're probably right, but, it doesn't really matter.
I learned my lesson with e6 that no one cares about the smaller details as long as the overall effect you're after is there.
The most important thing is the overall looks of the level once textured since when playing those details are lost.
With the (lack of) free time I have these days I decided to go less into details and just get something that I think is simple yet cool out there for those who appreciate it can use it.

I think most people are satisfied with the set so far and that's all that matters to me. I don't expect everyone to like anything I do; that's perfectly fine with me.

Thanks for the feedback.