spacer@Posted: Wed Feb 08, 2006 2:38 am :
Image
Image

Finally finished a textureset \o/. http://www.another-world.org.uk/spacer/spa1.zip
Sorta got inspired by the team arena textureset you see all the time in CTF maps for Q3.
Crits welcome, I think I could've done with a few more variations in wall materials..



kat@Posted: Wed Feb 08, 2006 2:50 am :
Not too bad, although it looks like the ambient light you've used in the test map is flattening them out a little bit (I'm assuming there's an ambient light there!).



_shank@Posted: Wed Feb 08, 2006 3:39 am :
Somehow i am not able to get it to work...i can see the textues in the texture browser, but they dont show up in the map...

i see ex's .mtr file in there, but there are no textures from that pack...



KungFuSquirrel@Posted: Wed Feb 08, 2006 5:40 am :
echoing what kat said, definitely don't use an ambient to showcase textures :) Get some good two-source directional lighting (preferably with some color variation) to show off those details!

That support also looks eerily like one of my two texture contributions to Natural Selection ;) Looks like some nice shapes and 'workhorse' tiles, nicely done! Will get back to you when I've had a chance to fiddle with them...



spacer@Posted: Wed Feb 08, 2006 1:12 pm :
_shank wrote:
Somehow i am not able to get it to work...i can see the textues in the texture browser, but they dont show up in the map...

i see ex's .mtr file in there, but there are no textures from that pack...


Ah, I thought I deleted that :|. I'm a total noob at actually getting textures to work in Q4, so I might've messed something up.

Kat: There is ambient lighting on that test map, because the textures were designed to be used somewhat like http://lvlworld.com/screenshot.php?s=map-13vast this.



Black Dog@Posted: Wed Feb 08, 2006 2:49 pm :
Your material defs are all broken by the inclusion of the addnormals command in the bumpmap line without the expected parameters. This is easily fixed by search/replacing addnormals with whitespace.

Well, I like your textures but am a bit puzzled by the theme. There seems to be a cathedral thing going on, but also some hazard stripes and riveted metal panels? That doesn't seem like a logical match to me.

The set could do with some more colour variation between textures, and a bit more work on the normalmaps. They already have some noisy detail in them, which is good for this kind of surface, but I think they could use an additional subtle heightmap.

I like em though, particularly like the column texture. That rocks the house. More please!



evilartist@Posted: Wed Feb 08, 2006 8:34 pm :
The textures are nice looking, but try and take full advantage of Doom 3 Engine's greatest feature (lighting) to show off the textures. Even crappy textures can look beautiful in Doom 3, with creative lighting--not that I'm saying your textures are crappy. I love them. :)



spacer@Posted: Thu Feb 09, 2006 9:22 pm :
Been experimenting with Zbrush for making textures, this one was just a quicky to see what it'd look like

http://another-world.org.uk/spacer/skulls.jpg



Tetzlaff@Posted: Wed Apr 05, 2006 5:27 pm :
Nice! I almost overlooked it. Maybe someone can make a sticky thread in the texturing forum collecting all links to all texture packs that are available.

And I would label it a "Doom 3 / Quake 4 texture pack", since it can be used as well in Doom3 and is a great addition to hell themed texture sets.