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Author Topic: Texture specifications  (Read 11906 times)

Offline Sepelio

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Re: Texture specifications
« Reply #15 on: April 16, 2010, 01:18:24 am »
Alright here we are. This file contains all the complete textures as well as the source files.

http://omploader.org/vNDV5aQ/septex1_UFOAI.zip

I don't know if all of them will be usable for you guys but as the source files are there you can adapt them as needed. They were initially intended for Xonotic as I said before and some of them really require use of the gloss maps to look 'good'. Still, good luck!

Mappers: Remember to scale them when they are in use! 0.1 and 0.25 seems to work nicely in Nexuiz but I dont know how that will look here. Play about with it.

Offline Mattn

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Re: Texture specifications
« Reply #16 on: April 16, 2010, 08:51:35 am »
thanks - i've for now only commited the gimp source files - as we are currently trying to remove jpg textures and replace them with some lossless format. also our normalmaps have the height encoded in the alpha channel for parallax mapping (see here)

Offline H-Hour

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Re: Texture specifications
« Reply #17 on: April 16, 2010, 11:04:10 am »
The black and white tile one, how did you generate the background texture? Is it from an open source sample and if so can you point me to where you got it? I'm getting a bit tired of all of my resource photos.

Also, that's a really nice shape you got on the screws. Mind if I pull the screw out for some of my own textures in the future?

Offline Sepelio

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Re: Texture specifications
« Reply #18 on: April 16, 2010, 06:45:04 pm »
The background textures are largely generated procedurally from noise in GIMP.

The screws were made using a program called Kandid and then edited in GIMP. Kandid is pretty awesome. Its fun just to see what it comes up with. Used it for the liquid textures as well.
http://kandid.sourceforge.net/

Feel free to use any bits of the textures for anything at all.

Offline MCR

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Re: Texture specifications
« Reply #19 on: April 16, 2010, 08:05:28 pm »
Thanx for the link, Sepelio.
This Kandid software seems to be pretty amazing.
Do not really know how to control the outputs yet, but this seems to generate some really cool gfx...
Nice.

Offline Sepelio

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Re: Texture specifications
« Reply #20 on: April 16, 2010, 08:46:18 pm »
Well with Kandid basically its genetic. You generate your first batch of images then find two that look interesting or like whatever you are looking for and then cross them over.

I find the most useful algorithms for it are:
Voroni diagram: transparent colours
Scalar expressions
Vector expressions

For instance the screws are a scalar expression. I got the round shape from that and then just cut it in half with the eraser in GIMP.

Offline Mattn

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Re: Texture specifications
« Reply #21 on: April 16, 2010, 09:02:19 pm »
http://icculus.org/twilight/darkplaces/files/lhfire20070412.zip

if someone is searching for image generation for particles ^^

this is a scriptable tool from LordHavoc that is generating nice animated particle effects (and other stuff)