[RESOURCES] Community Stockpile "Free to use resources for mappers and modders."
#511 Posted 29 October 2014 - 03:33 PM
It´s good but not perfect. I can´t help but find it weird as how do the R and the 3D sink the same plane while they are overlapping eachother.
#512 Posted 29 October 2014 - 03:38 PM
Because they're not really sinking, in context to the beveling, which "is"....but not.
#513 Posted 11 November 2014 - 01:26 AM
Anyone have Picture, of Randy Pitchford, on Toilet, playing DS ?
#514 Posted 11 November 2014 - 01:43 AM
brownfarted, on 11 November 2014 - 01:26 AM, said:
Anyone have Picture, of Randy Pitchford, on Toilet, playing DS ?
You reminded me of something I made recently that you inspired me to make:
If you didn't beat me to this already.
#517 Posted 11 November 2014 - 08:10 AM
Artem Nevinchany, on 11 November 2014 - 04:02 AM, said:
Just take it, don't ask me why I've got it
YES !
Dookie Thank You,
This post has been edited by brownfarted: 11 November 2014 - 08:11 AM
#519 Posted 11 November 2014 - 03:00 PM
The man who shat out Colonial Marines, DNF, and the Borderlands series of course!
#521 Posted 11 November 2014 - 11:46 PM
NSFW [Edited by Helixhorned]
Spoiler
This post has been edited by Helixhorned: 18 November 2014 - 07:37 AM
#522 Posted 29 November 2014 - 02:14 PM
Sorry for being too lazy to take and post a sample pic but here is a model that can be used as a treetop canopy on the ceiling or as bushes on the ground if you flip it.
Attached File(s)
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treetops.zip (1.27MB)
Number of downloads: 432
#524 Posted 29 January 2015 - 06:13 PM
I don't know if it's been posted but is there a good resource for skyboxes?
#525 Posted 29 January 2015 - 09:44 PM
I´m sure there are a few, but I doubt they´d be compatible with Eduke32 unless some tweaks are done to them. In case you don´t find what you´re looking for, I have some photorealistic free-to-use skyboxes I was planning to use on my HL2 mod. I didn´t make them, but I didn´t got them from an easy to find resource.
#526 Posted 30 January 2015 - 02:34 AM
Skyboxes are skyboxes. If they have six square faces, they will work.
#528 Posted 30 January 2015 - 05:09 PM
Thanks gambini, I've found one that I like, it's for a one time map only.
Now I'm trying to make my own height maps or normal maps for some textures I have, is there a way to do it easy?
Now I'm trying to make my own height maps or normal maps for some textures I have, is there a way to do it easy?
#529 Posted 30 January 2015 - 05:49 PM
Well there´s Crazybump which is quite flexible and has a very useful preview viewport, but it´s commercial AFAIK, so you either have to deal with trial limitations or get a crack somewhere.
I personally use an Nvidia normal map plugin for photoshop.
I personally use an Nvidia normal map plugin for photoshop.
#530 Posted 30 January 2015 - 07:58 PM
I use Paint Shop Pro and a lot of Photoshop plugins work with it but not the Nvidia one. There is also a plugin for GIMP2.0 which is what I ended up using.
This post has been edited by Mark.: 30 January 2015 - 08:00 PM
#531 Posted 31 January 2015 - 05:07 AM
Bumpmap plugins are only good for organic or natural materials. For anything intelligently designed, you need to look up a tutorial for making your textures in a 3D modeling program and baking the normal maps.
#532 Posted 31 January 2015 - 07:38 AM
Not completely true but I know what you mean. There are other ways though to make good normal maps without the aid of highpoly baking. Clever use of bevel effects in layers and blending of those auto normal filters can give you good results in much less time than what it takes to model and bake normals.
#533 Posted 31 January 2015 - 10:08 AM
I just need it for example for a tiled floor, simple stuff like that nothing complicated. Is there a place to know the DEF's to apply a normal map to a texture?
#534 Posted 31 January 2015 - 10:14 AM
Plenty of examples in the textures.def file of the HRP.
texture 128 {
pal 0 { file "highres/textures/0128.png" }
normal { file "highres/textures/0128_n.png" parallaxbias 0.05 parallaxscale 0.05 }
}
texture 128 {
pal 0 { file "highres/textures/0128.png" }
normal { file "highres/textures/0128_n.png" parallaxbias 0.05 parallaxscale 0.05 }
}
This post has been edited by Mark.: 31 January 2015 - 10:17 AM
#535 Posted 31 January 2015 - 10:24 AM
I'm still using dummytiles, is that "texture" thingy better? or only works for textures that have a low res version?
#536 Posted 31 January 2015 - 11:13 AM
tilefromtexture creates a tile from a image file. dummytile creates a blank tile with the given width and height. texture generated a highres texture replacement for a tile and only works with Polymost/Polymer.
This post has been edited by Fox: 31 January 2015 - 11:14 AM
#537 Posted 31 January 2015 - 09:43 PM
The tilefromtexture is only meant to be used with Duke's palate right? Not true colour textures.
#538 Posted 01 February 2015 - 10:06 AM
All the sw art in the duke palette, as discussed here.
sw_art_duke_pal.zip (7.79MB)
Number of downloads: 448
Known issues:
sw_art_duke_pal.zip (7.79MB)
Number of downloads: 448
Known issues:
Spoiler
#539 Posted 01 February 2015 - 10:44 AM
Just made this thread have even more great stuff available^^ really good stuff throughout this entire thread guys amazing works keep it up everyone