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Re: Sci-Fi Textures [Re: Inestical] #85956
10/26/06 10:23
10/26/06 10:23
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline OP
Senior Expert
Machinery_Frank  Offline OP
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
No problem. You get all grayscal height maps with this pack and can alter it and make new normal maps with the help of it. There is no limitation


Models, Textures and Games from Dexsoft
Re: Sci-Fi Textures [Re: Machinery_Frank] #85957
10/26/06 18:30
10/26/06 18:30
Joined: Dec 2005
Posts: 252
MyOwnKingdom
nipx Offline
Member
nipx  Offline
Member

Joined: Dec 2005
Posts: 252
MyOwnKingdom
Im thinking about a texture that you can add to a very thin block so it looks as there are cables on the wall - could be a sprite too:






(no, that isnt the reference, I made it with MS Paint cant find the video I saw it...)


nipx

Re: Sci-Fi Textures [Re: nipx] #85958
10/27/06 08:46
10/27/06 08:46
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline OP
Senior Expert
Machinery_Frank  Offline OP
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
I already have some textures for cables and pipes, e.g.:




I added a new texture yesterday evening just for cables. Here you can see it at a pipe but you can wrap it around smaller tubes as well:




And I made a circular texture yesterday. This one can make your levels even more interesting. It could be placed for beam transporter platforms, for panels or ending parts of big pipes or whatever:




We will offer 2 packs of the textures. One will contain textures up to 1024 pixels with color, spec and bump in one texture. This kind of textures do not need additional spec and bump maps and can be used in standard games without shader. So you can simply use it in your BSP levels.

The second pack will have textures up to 2048 pixels plus additional spec, bump and normal maps. This one is meant to be used in rendering applications or modern real-time games with shaders. It will have a slightly higher price because of the bigger amount of work that went into it.

Regards,
Frank


Models, Textures and Games from Dexsoft
Re: Sci-Fi Textures [Re: Machinery_Frank] #85959
10/27/06 10:52
10/27/06 10:52
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
Expert
frazzle  Offline
Expert

Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
Great update Frank_G !!
I know this may sound boring but what the hell:
Pro work



Cheers

Frazzle


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Re: Sci-Fi Textures [Re: frazzle] #85960
10/27/06 10:55
10/27/06 10:55
Joined: Apr 2005
Posts: 3,815
Finland
Inestical Offline
Rabbit Developer
Inestical  Offline
Rabbit Developer

Joined: Apr 2005
Posts: 3,815
Finland
I would relook on the pipe normal map. the bolts doesn't look much real and depthed.. (rr14.jpg)


"Yesterday was once today's tomorrow."
Re: Sci-Fi Textures [Re: Inestical] #85961
10/27/06 11:02
10/27/06 11:02
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline OP
Senior Expert
Machinery_Frank  Offline OP
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
You see no normal map in this picture. It is rendered and does use only a grayscale bump map.

There is a copy of this texture without bolts. So you don't have to use it. Most cables do not need bolts anyway. So I will probably not rework this one. I still have to create some of the non-shader textures and the user interface for browsing and saving textures.

Regards,
Frank


Models, Textures and Games from Dexsoft
Re: Sci-Fi Textures [Re: Machinery_Frank] #85962
10/27/06 12:20
10/27/06 12:20
Joined: Nov 2005
Posts: 149
Vienna, Austria
E
Edgecrusher Offline
Member
Edgecrusher  Offline
Member
E

Joined: Nov 2005
Posts: 149
Vienna, Austria
Can you already tell which price class the textures will be? I'm very interested in buying this kick-ass pro work


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Re: Sci-Fi Textures [Re: Edgecrusher] #85963
10/27/06 12:48
10/27/06 12:48
Joined: Jul 2002
Posts: 5,181
Austria
Blattsalat Offline
Senior Expert
Blattsalat  Offline
Senior Expert

Joined: Jul 2002
Posts: 5,181
Austria
are those shots rendered in 3dgs? and if yes, where i can find the button for changing my version into this renderer? ;D

cheers


Models, Textures and Levels at:
http://www.blattsalat.com/
portfolio:
http://showcase.blattsalat.com/
Re: Sci-Fi Textures [Re: Blattsalat] #85964
10/27/06 13:10
10/27/06 13:10
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline OP
Senior Expert
Machinery_Frank  Offline OP
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Here is the button for this renderer:
http://www.newtek.com/lightwave/

I wrote several times that those pics are rendered still images - nothing special. I did not use area lights, reflections nor radiosity. This is a simple render with color, bump and spec maps applied. Sphere engine and Lawmaker engine can do that as well in real-time (but with lower resolution textures).

I will create in-game levels later on. I will test the textures in sphere with parallax mapping and in standard A6 (without shaders) and probably in a few other game engines as well.

Regards,
Frank


Models, Textures and Games from Dexsoft
Re: Sci-Fi Textures [Re: Machinery_Frank] #85965
10/27/06 13:52
10/27/06 13:52
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline OP
Senior Expert
Machinery_Frank  Offline OP
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
By the way:
This is the second "button" to improve your A6 version
http://matt.brightwatch.com/sphere/


Models, Textures and Games from Dexsoft
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