New set of textures: philipk

New set of textures: philipk

Postby ballist1c » 21 Jan 2013, 20:39

http://www.philipk.net

All 3 are located at the bottom of his page. They are used widely throughout sauer maps already; I have gotten several approvals from mappers already.

I will try and show an example soon; for now I can show Xonotic's "Drain" map which is made entirely from philipk textures:

Image

License is CC-BY, tell me what you think!
Image Joseph "ballist1c" Calabria

Bloodlust // Abuse // Insidious // Longest Yard 2000
User avatar
ballist1c
 
Posts: 449
Joined: 24 Jul 2012, 02:32
Location: Connecticut (USA) [East Coast]

Re: New set of textures: philipk

Postby Sniper-Goth » 21 Jan 2013, 22:06

I like these types of textures, they are great for metallic/futuristic/station maps.
Red Eclipse in game name: Sniper-Goth/Sniper-quake3. Maps in the making: DOTA style map, ringed, train, ladder race,.
User avatar
Sniper-Goth
 
Posts: 221
Joined: 27 Aug 2012, 20:10

Re: New set of textures: philipk

Postby raiden » 21 Jan 2013, 22:19

Those textures are nice. If my pc hadn't his last crash, I had tested it on my latest map. They would fit nicely the theme I have chosen. Sadly this very complex map get lost, the work of ~ 1-2 weeks.
I hope I can organize a new machine and come back to the map, before I forget all the ideas and lose the inspiration.
sorn
cutec
syndicate
metalhead

ingame: .uEn|r4iden
User avatar
raiden
 
Posts: 331
Joined: 23 Jan 2012, 12:59
Location: Berlin, Germany

Re: New set of textures: philipk

Postby greaserpirate » 21 Jan 2013, 23:37

I didn't even know about the PK2 set until I visited the page, and I have to say they would be EXCELLENT for RE. It would give a lot of needed variety and look awesome.

So far we've been relying almost completely on the trak5 set for sci-fi maps, and some variety would really do well for us.

Friendship is Magic Voice Chat Mod
(Map) Trespass
(Map) Suspended
Find out more about >DOOM< here: www.redoomclan.tk
User avatar
greaserpirate
 
Posts: 350
Joined: 22 Jun 2011, 18:23

Re: New set of textures: philipk

Postby Dratz-_C » 22 Jan 2013, 01:07

ballist1c,
You have made a wonderful discovery with the appropriate licensing. Now we can make the sets available to casual mappers who would otherwise not look for other textures themselves. Thank you!
Cheers
User avatar
Dratz-_C
 
Posts: 409
Joined: 03 Mar 2012, 00:13
Location: North Carolina, United States of America

Re: New set of textures: philipk

Postby ballist1c » 22 Jan 2013, 01:20

Dratz-_C {l Wrote}:ballist1c,
You have made a wonderful discovery with the appropriate licensing. Now we can make the sets available to casual mappers who would otherwise not look for other textures themselves. Thank you!
Cheers


You're very welcome :)

Here's another "maybe": the eX series of textures made by evillair found here: http://www.evillair.net/v2/index.php?option=com_content&task=view&id=28&Itemid=43

These sets are pretty much classic and have been used for Quake 2/3/4 Maps, to Xonotic, to Cube 2... they are everywhere, and for good reason, they are excellent.

Yes, yes, I KNOW, they are listed under BY-NC-ND, which is totally incompatible with Red Eclipse. HOWEVER, my reasoning is they are used in Xonotic, and that is GPL licensed, which IS compatible with RE. So, if we can get special permission like Xonotic did, then we will be good to go :D

(I am less hopeful about these than I am about philipk's though since those are already fully compatible)
Image Joseph "ballist1c" Calabria

Bloodlust // Abuse // Insidious // Longest Yard 2000
User avatar
ballist1c
 
Posts: 449
Joined: 24 Jul 2012, 02:32
Location: Connecticut (USA) [East Coast]

Re: New set of textures: philipk

Postby qreeves » 22 Jan 2013, 01:34

Unless the author is willing to remove both the NC and ND clauses, there is no reasoning under the sun which will convince me to include them in RE. Such licenses taint the entire project and the values/goals it sets out to achieve. Right now, RE is still free to modify and use commercially. Had we had any NC content, the IllumiRoom thing may never have happened.
Quinton "quin" Reeves | Lead Developer, Red Eclipse | http://redeclipse.net/ | http://www.facebook.com/redeclipse.net
User avatar
qreeves
 
Posts: 1294
Joined: 17 Mar 2011, 03:46
Location: Queensland, Australia

Re: New set of textures: philipk

Postby Dratz-_C » 22 Jan 2013, 01:52

quin,
Is the license different in the texture pack than on the webpage? http://creativecommons.org/licenses/by/3.0/deed.en_US From the webpage link it says commercial use is permitted and alteration is also permitted with attribution as the only condition.
Cheers
User avatar
Dratz-_C
 
Posts: 409
Joined: 03 Mar 2012, 00:13
Location: North Carolina, United States of America

Re: New set of textures: philipk

Postby quintux_v » 22 Jan 2013, 03:14

Did... you guys really just learn about the phillipk textures now? :?

No offense to anybody, but they have been in other flavors of Cube 2 (e.g. Sauerbraten, as mentioned, along with Sandbox and some others) for quite a while now. They're pretty complete, though - you've got your wall trims, your ceilings and floors, walls, grates, light textures - the complete package. I vote to include them (if anyone's counting).

(this feels very backwards - RE is probably the community that's doing the most moving forward of the communities I know, and yet hadn't noticed these. Huh.)

If there's any need for more textures, this guy (http://agf81.deviantart.com/) releases textures (seamless and unmodified) under a cc-by-3.0 :by: license. I also found these - http://opengameart.org/content/huge-2048-tileable-textures-pack - but I'm unsure if they're already used in RE or not (considering the relationship between FGD and OGA).
[eX] member
aliases: quintux_v | blakthunder
User avatar
quintux_v
 
Posts: 187
Joined: 24 May 2012, 00:14

Re: New set of textures: philipk

Postby qreeves » 22 Jan 2013, 04:13

Dratz-_C {l Wrote}:Is the license different in the texture pack than on the webpage? http://creativecommons.org/licenses/by/3.0/deed.en_US From the webpage link it says commercial use is permitted and alteration is also permitted with attribution as the only condition.

I was referring to:
ballist1c {l Wrote}:Here's another "maybe": the eX series of textures made by evillair found here: http://www.evillair.net/v2/index.php?option=com_content&task=view&id=28&Itemid=43

These sets are pretty much classic and have been used for Quake 2/3/4 Maps, to Xonotic, to Cube 2... they are everywhere, and for good reason, they are excellent.

Yes, yes, I KNOW, they are listed under BY-NC-ND, which is totally incompatible with Red Eclipse. HOWEVER, my reasoning is they are used in Xonotic, and that is GPL licensed, which IS compatible with RE. So, if we can get special permission like Xonotic did, then we will be good to go

The only acceptable "special permission" is to remove the "NC-ND" entirely. I'm sorry, but this is one issue I absolutely will not budge on. I believe the line between Open Source and Commercial is more blurred than people realise these days, and Red Eclipse needs to stay relevant to the widest possible audience possible (yes, even Microsoft).

quintux_v {l Wrote}:Did... you guys really just learn about the phillipk textures now? :?

No offense to anybody, but they have been in other flavors of Cube 2 (e.g. Sauerbraten, as mentioned, along with Sandbox and some others) for quite a while now. They're pretty complete, though - you've got your wall trims, your ceilings and floors, walls, grates, light textures - the complete package. I vote to include them (if anyone's counting).

(this feels very backwards - RE is probably the community that's doing the most moving forward of the communities I know, and yet hadn't noticed these. Huh.)

No, I was well aware of them (you may forget that I was originally developing for Sauerbraten). I made the decision not to include them initially for a few reasons:
  • The Sauerbraten licenses are not very well maintained or cohesive, so I tried to avoid using anything from there as much as possible.
  • Sauerbraten had already passed on including the TRaK texture sets, I felt it would be good to distinguish RE from Sauer by selecting an initial set of textures which were different.
  • I wanted to keep the size of the distribution as small as possible (RE is still considered quite small for the punch it packs), this means not including textures until we are at a point where we need them.
Quinton "quin" Reeves | Lead Developer, Red Eclipse | http://redeclipse.net/ | http://www.facebook.com/redeclipse.net
User avatar
qreeves
 
Posts: 1294
Joined: 17 Mar 2011, 03:46
Location: Queensland, Australia

Re: New set of textures: philipk

Postby Dratz-_C » 22 Jan 2013, 05:12

That makes sense.
Cheers
User avatar
Dratz-_C
 
Posts: 409
Joined: 03 Mar 2012, 00:13
Location: North Carolina, United States of America

Re: New set of textures: philipk

Postby quintux_v » 24 Jan 2013, 04:37

qreeves {l Wrote}:No, I was well aware of them (you may forget that I was originally developing for Sauerbraten).


Yeah, I was kind of expecting that, it was everyone else's reactions which really surprised me.

qreeves {l Wrote}:I made the decision not to include them initially for a few reasons:
  • The Sauerbraten licenses are not very well maintained or cohesive, so I tried to avoid using anything from there as much as possible.
  • Sauerbraten had already passed on including the TRaK texture sets, I felt it would be good to distinguish RE from Sauer by selecting an initial set of textures which were different.
  • I wanted to keep the size of the distribution as small as possible (RE is still considered quite small for the punch it packs), this means not including textures until we are at a point where we need them.


Dratz-_C {l Wrote}:That makes sense.
[eX] member
aliases: quintux_v | blakthunder
User avatar
quintux_v
 
Posts: 187
Joined: 24 May 2012, 00:14

Re: New set of textures: philipk

Postby ballist1c » 24 Jan 2013, 21:02

Sorry for bringing it up if it's so well-known. Just trying to give mappers like me more options, which we sorely need since TRaK's futuristic/industrial textures are being used in almost EVERY single map (as nice as they are).

qreeves {l Wrote}:
  • The Sauerbraten licenses are not very well maintained or cohesive, so I tried to avoid using anything from there as much as possible.
  • Sauerbraten had already passed on including the TRaK texture sets, I felt it would be good to distinguish RE from Sauer by selecting an initial set of textures which were different.
  • I wanted to keep the size of the distribution as small as possible (RE is still considered quite small for the punch it packs), this means not including textures until we are at a point where we need them.


Well, it's definitely time to add more sets. If I counted all maps which use TRaK textures, it is almost every single one, in one place or another.
If you like I can import them and show you some example rooms.

quintux_v {l Wrote}:Did... you guys really just learn about the phillipk textures now? :?

No offense to anybody, but they have been in other flavors of Cube 2 (e.g. Sauerbraten, as mentioned, along with Sandbox and some others) for quite a while now. They're pretty complete, though - you've got your wall trims, your ceilings and floors, walls, grates, light textures - the complete package. I vote to include them (if anyone's counting).

(this feels very backwards - RE is probably the community that's doing the most moving forward of the communities I know, and yet hadn't noticed these. Huh.)

If there's any need for more textures, this guy (http://agf81.deviantart.com/) releases textures (seamless and unmodified) under a cc-by-3.0 :by: license. I also found these - http://opengameart.org/content/huge-2048-tileable-textures-pack - but I'm unsure if they're already used in RE or not (considering the relationship between FGD and OGA).


Good that we have your vote - that dA texture guy looks awesome, especially the stone seamless ones! *rubs hands together*
Image Joseph "ballist1c" Calabria

Bloodlust // Abuse // Insidious // Longest Yard 2000
User avatar
ballist1c
 
Posts: 449
Joined: 24 Jul 2012, 02:32
Location: Connecticut (USA) [East Coast]

Re: New set of textures: philipk

Postby qreeves » 24 Jan 2013, 21:50

Then it is up to someone to both format the textures for RE and give me a reason to include them. I don't put textures in now without it being necessary *wink wink*
Quinton "quin" Reeves | Lead Developer, Red Eclipse | http://redeclipse.net/ | http://www.facebook.com/redeclipse.net
User avatar
qreeves
 
Posts: 1294
Joined: 17 Mar 2011, 03:46
Location: Queensland, Australia

Re: New set of textures: philipk

Postby ballist1c » 24 Jan 2013, 22:07

qreeves {l Wrote}:Then it is up to someone to both format the textures for RE and give me a reason to include them. I don't put textures in now without it being necessary *wink wink*


Image
Image Joseph "ballist1c" Calabria

Bloodlust // Abuse // Insidious // Longest Yard 2000
User avatar
ballist1c
 
Posts: 449
Joined: 24 Jul 2012, 02:32
Location: Connecticut (USA) [East Coast]

Re: New set of textures: philipk

Postby arand » 31 Jan 2013, 13:39

121 new textures are now included in SVN from phipk's pk01 and pk02, plus 12 new skyboxes aloong with it.
User avatar
arand
 
Posts: 211
Joined: 26 Mar 2011, 21:42

Re: New set of textures: philipk

Postby raiden » 31 Jan 2013, 14:18

Unexpected, but genial!
sorn
cutec
syndicate
metalhead

ingame: .uEn|r4iden
User avatar
raiden
 
Posts: 331
Joined: 23 Jan 2012, 12:59
Location: Berlin, Germany

Who is online

Users browsing this forum: No registered users and 1 guest