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 Post subject: My new currently working in procress Texture Project
PostPosted: Sat Jul 10, 2010 4:15 pm 
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yaa.dk Citizen
yaa.dk Citizen

Joined: Tue Jun 01, 2010 9:48 pm
Posts: 25
few screenshots of my currently Project, sources and other pictures... mikenick2
edit: The new link will be work.


Last edited by MikeNick2 on Sat Aug 14, 2010 9:51 am, edited 5 times in total

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 Post subject: Re: My new currently working in procress Texture Project
PostPosted: Sat Jul 10, 2010 4:32 pm 
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yaa.dk Citizen
yaa.dk Citizen

Joined: Tue Jun 01, 2010 9:48 pm
Posts: 25
For a while I had released some cement textures but they realy doesnt match to the originals.
Anyone has replied me they looks to rough and for my new cements i created a new base texture.
For the technics inside I desided myself to add some pipes and cables. I think so they perhaps wont be added to the dhtp but everybody who like them can add it to his collections.


Last edited by MikeNick2 on Sat Jul 31, 2010 6:10 pm, edited 1 time in total

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 Post subject: Re: My new currently working in procress Texture Project
PostPosted: Sat Jul 10, 2010 5:01 pm 
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yaa.dk Citizen
yaa.dk Citizen

Joined: Tue Jun 01, 2010 9:48 pm
Posts: 25
Image

Image

...I also tried to create new computer textures for DooM1 Ultimate because I realized that the official textures doesnt match to the orginals.
I hope, I can make a pleasure for all. The textures have a size of 768^2 * 24bit and the tall one a size of 384 * 768 * 24bit. I recommend a graphicscard
with min 512 MB texture memory to join the fully size of the textures.

To the computer textures I also defined new light sources, like you can see it if you check my ImageShack page. I used a light mask where they looks more realistic.

Edit: The "Compute1" and "Compute2" texture got a small update


Last edited by MikeNick2 on Sat Jul 31, 2010 2:52 pm, edited 2 times in total

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 Post subject: Re: My new currently working in procress Texture Project
PostPosted: Sat Jul 10, 2010 5:11 pm 
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yaa.dk Veteran
yaa.dk Veteran

Joined: Sat Dec 20, 2008 9:56 pm
Posts: 114
Location: Denmark - Osted
Looks great!


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 Post subject: Re: My new currently working in procress Texture Project
PostPosted: Sun Jul 11, 2010 6:53 am 
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yaa.dk Citizen
yaa.dk Citizen

Joined: Wed Dec 02, 2009 2:02 pm
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Location: Somewhere you least expect
Looks good. I will be using these.
Also, the link in the 1st post is kind of broken.
When you click on it, it goes to your pics. When I click on it, it goes to my pics.


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 Post subject: Re: My new currently working in procress Texture Project
PostPosted: Sun Jul 11, 2010 9:15 am 
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yaa.dk Forummer
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Joined: Wed Jan 13, 2010 11:40 am
Posts: 9
This is nice and all, but wouldn't it be more helpful to try to recreate textures that haven't been done yet?


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 Post subject: Re: My new currently working in procress Texture Project
PostPosted: Sun Jul 11, 2010 5:44 pm 
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yaa.dk Citizen
yaa.dk Citizen

Joined: Tue Jun 01, 2010 9:48 pm
Posts: 25
Yes, Im also gonna do the still missing textures. Im working on some missing TnT textures like the crate textures with blood effects.
... here an example:

Image


Last edited by MikeNick2 on Sat Jul 31, 2010 6:14 pm, edited 2 times in total

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 Post subject: Re: My new currently working in procress Texture Project
PostPosted: Sun Jul 11, 2010 5:49 pm 
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yaa.dk Citizen
yaa.dk Citizen

Joined: Tue Jun 01, 2010 9:48 pm
Posts: 25
I was creating new crate textures and Im gonna use them as base on my TnT crates

Image


Last edited by MikeNick2 on Sat Jul 31, 2010 2:53 pm, edited 1 time in total

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 Post subject: Re: My new currently working in procress Texture Project
PostPosted: Mon Jul 12, 2010 1:19 am 
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133MHz brain inside!
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Joined: Fri Aug 10, 2007 2:58 pm
Posts: 193
Location: Korea/ 대한민국
Those computer textuyres are lookking awesome, there is just one problem with them, you are using black for the shadows, change that to medium-dark grey and the textures will look better. If you notice in the real world, nothing is truly black.

Also the creates are looking good aswell, but there is the problem with the black being used, and make sure you cur the texture for the inside of the crate and rotate it 180degrees so then the texture patern doesn't match with the outside parts of the creates


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 Post subject: Re: My new currently working in procress Texture Project
PostPosted: Mon Jul 12, 2010 10:27 am 
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yaa.dk Citizen
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Joined: Tue Jun 01, 2010 9:48 pm
Posts: 25
Thank you about your opinion, Im always pleased to read any impressions, thats just why, because Im up to date then, whats not correct and
Im able to complete them.

The computer textures you can see also have other light sources. Im gonna release the definitions later because I want to complete the textures at first.
The shadows will be upgraded in a brighter tone.

Here is an example of the compute2 light definition. Please check for syntax because I dont know exactly how the levels works:

Decoration {
Texture = "COMPUTE2"
Flags = ext

Light { Color { 1 .85 .3 } Offset { 41.66 38.5 } Radius = .095 Levels { 255 255 } Side map = "COMP2a" }
Light { Color { 1 .85 .3 } Offset { 237.66 38.5 } Radius = .095 Levels { 255 255 } Side map = "COMP2a" }

Light { Color { 1 1 .2 } Offset { 54.16 36.83 } Radius = .09 Levels { 255 255 } Side map = "COMP2b" }
Light { Color { 1 .33 .2 } Offset { 250.16 34.5 } Radius = .09 Levels { 255 255 } Side map = "COMP2b" }
Light { Color { 1 1 .2 } Offset { 250.16 39.33 } Radius = .09 Levels { 255 255 } Side map = "COMP2b" }
Light { Color { 1 1 .2 } Offset { 139.83 17.33 } Radius = .09 Levels { 255 255 } Side map = "COMP2b" }

Light { Color { 1 .33 .2 } Offset { 50.50 18.83 } Radius = .095 Levels { 255 255 } Side map = "COMP2c" }
Light { Color { 1 .85 .3 } Offset { 56.16 18.83 } Radius = .095 Levels { 255 255 } Side map = "COMP2c" }
Light { Color { 1 1 .3 } Offset { 53.16 18.83 } Radius = .095 Levels { 255 255 } Side map = "COMP2d" } }}


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