Map (work name:example) (pre-alpha) and texture packs

Map (work name:example) (pre-alpha) and texture packs

Postby S.E.S » 14 Sep 2012, 17:13

Textures set and demo-map "example".

All textures and "example" map in this archive by S.E.S

Copyright: 2012, S.E.S
License: CC-BY-SA-3.0

USAGE:

Install "data" and "maps" folders to "redeclipse" folder. This map "example" is textures demo map, included
fragment from my non-complete map.

! NOTE:

All textures is non-photo-based and created with uses free soft.

Warning! "Example" map not contain all textures from this set (and "example.cfg"). Please, see this "data" folder manually from your graphics viewer/editor or etc...

In part of this texures uses free fonts from "http://www.gnu.org/software/freefont/" and "http://savannah.gnu.org/projects/freefont/".
Please, visit this pages for more information.

In part of this texures uses "Play" font from "Red Eclipse" project.


Perhaps some of these textures will interest developers "Red Eclipse" and they seem to be satisfactory
to add to the project. Also, perhaps it would be interesting to map creators.

Of particular interest, I think, are the alternative textures "team" names
(Have been made at the time the lack of texture in the project for the "Kappa" and "Sigma") and a place for placing a flag or a bomb.
And also, perhaps, displays textures (some of their texture is not declared in the "cfg"!).

Part of the textures in this build, is designed for the not so typical style mapping. For example, you can also watch
maps "snowisland" and "portville" for "sauerbraten" from site "Quadropolis". It is about the same, but with textures.
Far from the news, it is worth to you to do something more or less difficult to "cube-mapping" and if you try to add a texture, you
suddenly can see unpleasant uproar. I hope that the texture a little help with the creation of maps in the above style.

Demo map "example" is a piece of one of my unfinished maps.
"Waypoints" to "CTF" present but not processed and are not tested.

Note: Textures windows can be used to create a segment of windows, some of which do not have windows and closed with wooden plugs. It
can be achieved by combining textures to create the window. Thing is obvious, but just in case, said.

I'll be glad to hear your opinions, comments, and criticism.

My English language is very bad, sorry...

Download:
textureset.zip
(12.68 MiB) Downloaded 416 times


Archive does not contain a number of new and updated textures. See the links below in the topic.

Screenshots:
screenshot1.jpg

screenshot2.jpg

screenshot3.jpg

screenshot4.jpg


Updated! See in my next posts in this topic.
Last edited by S.E.S on 09 Nov 2013, 00:29, edited 4 times in total.
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Re: New map (work name:example) (pre-alpha) and texture pack

Postby S.E.S » 16 Sep 2012, 23:41

Changed the name of the topic to a more informative. At the moment, the working version, the speed on the map, about how to "ghost" and "industrial".
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Re: New map (work name:example) (pre-alpha) and texture pack

Postby greaserpirate » 18 Sep 2012, 00:09

Textures look alright (team omega symbol is a bit hard to read) but tire, building texture, etc looks cool

One thing though..
over 150k wtr??? Isn't there some more efficient way you can do the wire fences? (I think we have a mapmodel, and I know Sauer has one)

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Re: New map (work name:example) (pre-alpha) and texture pack

Postby Karoushi » 18 Sep 2012, 00:12

greaserpirate {l Wrote}:Textures look alright (team omega symbol is a bit hard to read) but tire, building texture, etc looks cool

One thing though..
over 150k wtr??? Isn't there some more efficient way you can do the wire fences? (I think we have a mapmodel, and I know Sauer has one)


Yeah could probably use the metal grate map model for fencing with some imagination and creativity.
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Re: New map (work name:example) (pre-alpha) and texture pack

Postby S.E.S » 18 Sep 2012, 01:50

greaserpirate {l Wrote}:Textures look alright (team omega symbol is a bit hard to read) but tire, building texture, etc looks cool

One thing though..
over 150k wtr??? Isn't there some more efficient way you can do the wire fences? (I think we have a mapmodel, and I know Sauer has one)


In the original version, the names of the teams have been more clear, but then it seemed to me that it is unnatural, and I made them more blurred. I'll try to fix them up a bit.

Karoushi {l Wrote}:One thing though..
over 150k wtr??? Isn't there some more efficient way you can do the wire fences? (I think we have a mapmodel, and I know Sauer has one)


Yeah could probably use the metal grate map model for fencing with some imagination and creativity.[/quote]

Currently, the grid has been removed, but there is no substitute. By the way, they are so fiercely lowered "fps".

Thank you all for your feedback and comments. It would be desirable to know more opinions about texture displays (in the map are only two - in their pack more).
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Re: New map (work name:example) (pre-alpha) and texture pack

Postby riidom » 18 Sep 2012, 02:07

S.E.S {l Wrote}:Yeah could probably use the metal grate map model for fencing with some imagination and creativity.

Currently, the grid has been removed, but there is no substitute. By the way, they are so fiercely lowered "fps".


If you need a prop (especially one of common use), I could make one. Only thing I have no clue of, is writing the .cfg file, but I don't think this will turn out as a showstopper. If you can provide an image of your fence, I make a model of it.
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Re: New map (work name:example) (pre-alpha) and texture pack

Postby S.E.S » 18 Sep 2012, 02:22

riidom {l Wrote}:
Currently, the grid has been removed, but there is no substitute. By the way, they are so fiercely lowered "fps".

If you need a prop (especially one of common use), I could make one. Only thing I have no clue of, is writing the .cfg file, but I don't think this will turn out as a showstopper. If you can provide an image of your fence, I make a model of it.


Normal grid "netting", would be quite came. Something like the one that uses its, such as "True Combat Elite". The only thing was, would be good to make it a more futuristic, but it will not appear until it is clear ... At this moment, in this map, for windows you can simply make a pattern of windows with grills. The fence is more complicated: If it's possible to replace their fences, the roof it will look unnatural. I actually was planning to make a model, but I will be happy if you do this, because for a long time and nothing Modell podrasteryal some skill. How it will look - at your discretion - can no texture.

Since I started talking about the models - it would be nice, also a model of horizontal fan and filter bag - you can too, without textures.

Generally, in the "RE", a shortage of models is very acute - they are few. I think many people (and I am, of course) will be happy if you make any model. For its part, should the need arise in this case, can participate with textures for models.
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Re: New map (work name:example) (pre-alpha) and texture pack

Postby riidom » 18 Sep 2012, 12:46

Window is in attachment, feel free to rework the texture, all sources included. It is square, thickness is 1/8 of length and height, so it should play nicely with cube structures.
windowgrill.zip
(1.52 MiB) Downloaded 384 times
(updated)
(oh, and it is untested yet, so if things are terrible wrong, paste me the cfg file and what you did to bring it ingame, so I can try to preview and test myself)

About the fan: I dont think there is a different model needed. I tried to rotate it ingame, but that doesnt work, since the rotation axis doesnt get rotated as well. So, I think it could be done via the cfg file, but someone else with more knowledge would have to tell how.

About the filter bag, the fence and the true combat elite reference: I am a bit lost. Can you give exampe images?
Last edited by riidom on 19 Sep 2012, 02:56, edited 1 time in total.
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Re: New map (work name:example) (pre-alpha) and texture pack

Postby Karoushi » 18 Sep 2012, 15:11

riidom {l Wrote}:Window is in attachment, feel free to rework the texture, all sources included. It is square, thickness is 1/8 of length and height, so it should play nicely with cube structures.
windowgrill.zip
(oh, and it is untested yet, so if things are terrible wrong, paste me the cfg file and what you did to bring it ingame, so I can try to preview and test myself)

About the fan: I dont think there is a different model needed. I tried to rotate it ingame, but that doesnt work, since the rotation axis doesnt get rotated as well. So, I think it could be done via the cfg file, but someone else with more knowledge would have to tell how.

About the filter bag, the fence and the true combat elite reference: I am a bit lost. Can you give exampe images?


Isn't there already an animated horizontal fan?
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Re: New map (work name:example) (pre-alpha) and texture pack

Postby riidom » 18 Sep 2012, 19:16

Yea, but no vertical one then, at least I wouldnt know where to find one.

try to add "mdlpitch 90" (or -90 or 270) to the cfg file of the fan, maybe that works
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Re: New map (work name:example) (pre-alpha) and texture pack

Postby S.E.S » 19 Sep 2012, 00:01

riidom {l Wrote}:Window is in attachment, feel free to rework the texture, all sources included. It is square, thickness is 1/8 of length and height, so it should play nicely with cube structures.


Archive slightly incorrect. "Blender" swears there is no file "Material_windowgrill_final.png". If this file is renamed, it is that of the two? In general, according to tradition and to a greater understanding of (probably) file is named as "tris.obj", "skin.png", "masks.png" (for "diffuse").

The model itself is like. Looks good.

I'm not sure that the engine is "RE" is working with files "mtl". By the way, the file itself "mtl" in the game is not, and here's a link to it in the file "obj" is.

riidom {l Wrote}:About the filter bag, the fence and the true combat elite reference: I am a bit lost. Can you give exampe images?


I put a little wrong, not "filter bug", a trash bag.

Screenshots with examples:
1.jpg

2.jpg


In this example, the garbage bags some unrealistic neck.

Now to quickly glance at the source and found not to work with "mtl". Looked, of course, fast and could not help noticing, however, I have seen the models for the same "sauer"-and, files "mtl" not met.
Perhaps to better display the model is to use a different format? For example, "Iqm". Here on the forum to give a link to the "blender-importer" for "Iqm".

As for the official model fan "RE", then it has a drawback - it is completely flat.
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Re: New map (work name:example) (pre-alpha) and texture pack

Postby riidom » 19 Sep 2012, 03:07

Yes, there have been wrong filepaths in the blend file, I made some naming cleanup before I ran to work - bad idea :) This is fixed now, all unneeded stuff moved to /source folder. Game relevant files (except the cfg) in main folder.
(Updated the file 2 posts above).
The mtl stuff was due to wrong set export options (mtl is an addition to the obj), this is fixed as well. Obj is fine for complete static stuff, md5 or iqm could do that as well, of course.

Fence: Need to be a bit modular, so you can have different heights / lengths and corners, maybe even a gate? I gotta think a little how to do that best.

Garbage: That is hopefully easy to do, there must be a few variations of them as well, the same bag over and over looks weird. Can somebody explain, how to make the diffuse map so it works well with ingame colouring (if that is possible at all, but would be a nice way to give the plastic different colours without using tons of diffuse maps).
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Re: New map (work name:example) (pre-alpha) and texture pack

Postby qreeves » 19 Sep 2012, 03:11

Make it a decent neutral colour, like very light grey or whatnot. See the player model skin.
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Re: New map (work name:example) (pre-alpha) and texture pack

Postby S.E.S » 20 Sep 2012, 00:14

Corrected file "obj" - not sure if that is correct, because in the past with this format was not working. Added the "cfg".
Download:
windowgrill.zip
(494.96 KiB) Downloaded 355 times


In the file "obj" added the line, before "s 1":
"g windowgrill_mesh"
"usemtl mesh"

Not sure if that is correct, but the "skin" is displayed.
screenshot.jpg
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Re: New map (work name:example) (pre-alpha) and texture pack

Postby riidom » 20 Sep 2012, 08:03

Hi, the screenshots proof your corrections to the .obj were correct :) May I ask what export settings you used?
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Re: New map (work name:example) (pre-alpha) and texture pack

Postby S.E.S » 20 Sep 2012, 13:07

riidom {l Wrote}:Hi, the screenshots proof your corrections to the .obj were correct :) May I ask what export settings you used?


For the "cfg" looked like it was done in other models + looked at the documentation for the models in the "sauerbraten".

For "obJ" - similarly.

There was another version with a string "cfg":
"objskin windowgrill_mesh skin.png masks.png", where the "masks" it "windowgrill_diffuse" - it gave a different result, but there were doubts that this is right and I'm in a hurry shader not added (was not sure what I'm doing right) - still Experiment).
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Re: New map (work name:example) (pre-alpha) and texture pack

Postby S.E.S » 20 Sep 2012, 23:13

Shaders added to the model.

New cfg:
objload tris.obj
objskin windowgrill_mesh skin.png
objbumpmap windowgrill_mesh norm.png
mdlscale 3000
mdlcollide 1
mdlspec 200
mdlambient 50
mdlglare 100 1
mdlshader "bumpmodel"

Download new "cfg":
obj.cfg
(179 Bytes) Downloaded 343 times


Screenshot:
windowgrill.jpg


Began to look quite nice.
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Re: New map (work name:example) (pre-alpha) and texture pack

Postby S.E.S » 20 Sep 2012, 23:25

The new version of textures teams. They have different names and configurations than those used in the map "example".

Download:
update-teams.zip
(237.97 KiB) Downloaded 355 times


Screenshots:
alpha.jpg

omega.jpg

kappa.jpg

sigma.jpg


I remind you that the texture "glowing" in the dark and maps look more expressive.
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Re: New map (work name:example) (pre-alpha) and texture pack

Postby S.E.S » 04 Oct 2012, 10:37

Updated.

Use "example.cfg" to add texture to the map "cfg" file.

Download:
texturesetupdate2.zip
(9.77 MiB) Downloaded 360 times
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Re: New map (work name:example) (pre-alpha) and texture pack

Postby Ulukai » 04 Oct 2012, 11:07

I'm looking forward to see a finished map (it might be very basic) of your hands with your new textures and models! I don't know if the new team symbols are a good idea. Not because I don't like them, but rather because we have already team symbols and these are really very different. They could be refreshing and add some variation to the maps though...

The rest of your work is looking very promising!
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Re: New map (work name:example) (pre-alpha) and texture pack

Postby S.E.S » 18 Oct 2012, 11:43

Now somewhat limited in time - so far only screenshots - will be happy comments.

Screenshots:
1.jpg

2.jpg

3.jpg

4.jpg

5.jpg
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Re: New map (work name:example) (pre-alpha) and texture pack

Postby S.E.S » 18 Oct 2012, 11:51

More screenshots:
6.jpg

7.jpg

8.jpg

9.jpg

10.jpg
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Re: New map (work name:example) (pre-alpha) and texture pack

Postby S.E.S » 29 Oct 2012, 18:41

See new example map "Basic": viewtopic.php?f=73&t=3680&p=36764#p36764
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Re: New map (work name:example) (pre-alpha) and texture pack

Postby S.E.S » 09 Nov 2012, 12:32

Updated brick textures:

Download:
BrickTexturesUpdate.zip
(695.54 KiB) Downloaded 488 times


Screenshot:
20121109115644.png


Note:
Texture "white_brick_outside3" should be used in areas with bright light.
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Re: New map (work name:example) (pre-alpha) and texture pack

Postby S.E.S » 11 Nov 2012, 19:40

Keyboard textures v1.

Download:
KeyboardTexturesv1.zip
(138.37 KiB) Downloaded 300 times


Screenshots:
keyboard_off.jpg

keyboard_on.jpg

keyboard_broken.jpg

keyboard_on_for_light.jpg
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