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View Full Version : MMM... Photorealistic Textures


ronin684
01-14-2004, 02:47 PM
I found this link

http://www.planetquake.com/berneyboy/textures.htm

:tadah:

And there are some really nice textures glass, concrete, grass, and much, much more. Order now and get a free...just kidin. http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif

Heres some of them in action in a lvl im slowly building.

http://img12.photobucket.com/albums/v30/ronin684/maxpayneScreen1.jpg

http://img12.photobucket.com/albums/v30/ronin684/maxpayneScreen.jpg

Its the first good lvl i have made (though your defintion of good maybe different to mine http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif)

Jokke_r
01-14-2004, 02:52 PM
looks very promising... have you got any mapping experience from before... it sure looks lik it or you are a fast learner hehhe...


good work indeed... but i'd work on the lighting just a bit though... it's good though

Timmyy
01-14-2004, 02:56 PM
First good level.....
Looks like you have dedicated your life to level editing!

Aq3of8
01-14-2004, 03:16 PM
http://forums.3drealms.com/ubbthreads/images/graemlins/doh.gifAh damn, the pack is 128meg!!! http://forums.3drealms.com/ubbthreads/images/graemlins/doh.gif

nice level btw

eascya2
01-14-2004, 04:28 PM
Awesome pack, and beautiful board. Thx for both http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif

Ratm
01-14-2004, 04:38 PM
NICE MAP i want i want now now now http://forums.3drealms.com/ubbthreads/images/graemlins/frown.gif

eascya2
01-14-2004, 05:58 PM
Whoa whoa whoa,
Just finished skimming through those textures.
It is clear to me that an entire mod, even game, could be made from just those textures alone. Wow, and they all look friggin awesome! GEEZ! I love you, man!

biXen
01-14-2004, 06:29 PM
Your lighting there is a bit cold for a church, unless that's the intention of it http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif But I assume you are working on that and wanted to show off textures, which looks good, but they don't strike me as spectacular from your map alone, you could have used them better. That's the problem with tiling oriented stuff compared to totally photostuff, I mean many of MPs textures tile only in one direction, which gives you a lot more detail in some ways. That's the difference between finding a perfect texture for your entire wall, or just finding a texture that's good for tiling on your entire 40m long wall, I have the same problem, it's hell, and Remedy has been insane for getting it so right. But anyway, started to talk out of my ass, my point was that your texture usage seems a bit generic, not much detail in them like I see them now. The pack seems like a nice resource though, and maybe some of the stuff can be combined for better detail in textures. I'd never use anything unmodified anyway, so most people should just learn to use photo programs if they even want to try mapping.

Kakistocracy
01-14-2004, 07:26 PM
I like the lighting. It looks as if the light is really coming through the stained glass in pale colors. It looks dark because there isn't much for actual light bulbs in the church.

theHunted
01-14-2004, 07:57 PM
just one small question:
is it a matrix church? http://forums.3drealms.com/ubbthreads/images/graemlins/tongue.gif

eascya2
01-14-2004, 08:51 PM
I'd never use anything unmodified anyway, so most people should just learn to use photo programs if they even want to try mapping.



If you insist on not using unmodified textures that's fine. On the other hand, for we people who have only enough time to learn 3D modelling/AI scripting/C++ coding, and don't donate our lives to modding, it is highly stupid and impractical to disregard all the textures that came with the game, especially when there is no reason to.

ronin684
01-15-2004, 04:06 AM
It maybe the quality of the picture but i know what you meen bixen. The shadows came out all funny http://forums.3drealms.com/ubbthreads/images/graemlins/confused.gif

Anyone know what the reason it could be?

When I get home i can post a pic of the problem.

And no its not a matrix church thats just the colour of the windows!
This was the first level that looked any good, most never got to the point of being finished though for some reason this one is made it, !yey!

ukjackal
01-15-2004, 05:15 AM
thats some freaky shit - as i' working on a church dmw that looks similar (is based off of the church from hitman 2) - screenies:

http://ukjackal.o-f.com/screens.html

Been struggling with the textures and lighting - plus i would of prefere my roof to be slightly less blocky.

theHunted
01-15-2004, 05:31 AM
lol, guess you both had the same reference material http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Thiefmaster
01-15-2004, 06:54 AM
Both churches looking good.

mysteryperfecta
01-15-2004, 08:21 AM
Looks good, ronin. I hope those pews and columns are prefabs, or wow, that would have taken a while (unless you cut/paste, which I don't recommend). http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

biXen
01-15-2004, 08:43 AM
It maybe the quality of the picture but i know what you meen bixen. The shadows came out all funny http://forums.3drealms.com/ubbthreads/images/graemlins/confused.gif

Anyone know what the reason it could be?



I think it might be the coloured light, that's coming from the stained glass? I don't think it would let through that much light, don't think it would go very far either, not from the churches I've been to at least, been to one church like that. Remember, if the lighting doesn't look exactly like you want it from the logical light placement, you can always fake some light, to make cool shadows and stuff http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

easyca2: that's fine, I'm not saying you can't do what you want, but mapping is 50% geometry and 50% gameplay scripting, inside the geometry there's probably 30% lighting, 20% geometry and 50% texture work. I think it would be cool if more people realized and tried at least some modifying to make it more like their vision (which let's face it most of us have of a map). But one is free to do what one wants http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

eascya2
01-15-2004, 10:21 AM
inside the geometry there's probably 30% lighting, 20% geometry and 50% texture work. I think it would be cool if more people realized and tried at least some modifying to make it more like their vision (which let's face it most of us have of a map). But one is free to do what one wants http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif


That's debatable, but I see your point. http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Lol, those churches look really great. I wouldn't know much though as I never been in one. Jewish, hehe.

Ghast
01-15-2004, 10:44 AM
Been struggling with the textures and lighting - plus i would of prefere my roof to be slightly less blocky.



I am still struggling too but its a polygroup thingie and which boxes are checked that aids the rendering in determining which non - 90 degree angles reflect light or cast shadow, something like that, or it used to be??? *G*

ronin684
01-15-2004, 11:29 AM
http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif Lighting is becoming a real problem, Im finding it difficult to get it right. Though its getting there, what I really want is a kinda dark church with realy strong ligt being cast from windows.

Quick question, how does the hot spot angles and fall of angle work. I cant seem to work it out :s

And great church ukjackal , real nice. It really looks like a church. I know its a funny thing to say but its one thing to make a church and another to make something that resembles a church. http://forums.3drealms.com/ubbthreads/images/graemlins/tongue.gif

biXen
01-15-2004, 11:45 AM
Hotspot is the angle where the light is strongest, the falloff angle is the angles the light will reach, but will be weakest at the end of it, so if you've got hotspot at 35 and falloff at 180, then you'll have strong light at 35 degrees angle from your light, and it will continue in the whole direction in a half-ball shape, but be continuosly weaker as it leaves 35 degrees. For spot light I recommend 40-55 type settings (or of course bigger if needed, but that ratio) and for normal lights something X-180, depending on intensity and the color and other factors.

theHunted
01-15-2004, 12:36 PM
i was bored so i made a visualization of what biXen just explained quite nice:
http://maxpayne.gamigo.de/screens/tutorials/spotlight.jpg

the 0° line is the normal vector to your radiosity applied face in maxed.

eascya2
01-15-2004, 01:14 PM
lol, bored indeed. The Winter Vacation Boredom blues.

ronin684
01-15-2004, 01:38 PM
Cheers ppl...thanks a mucho... http://forums.3drealms.com/ubbthreads/images/graemlins/tongue.gif http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif http://forums.3drealms.com/ubbthreads/images/graemlins/rolleyes.gif

I think im going to tear out (almost) all of the current lights and completely re do them, its for the best.