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Need Assistance with textures


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Posted

Recently made a map with a good geometry, used ja textures. Later i realised that ja metals a too dirty. I can't make textures myself, when i do, my textures look like sh*t. Please help me with texturing my map.

Posted

Thanks, those will be useful but i havent found anything for this current room.

 

Here's a screenshot of the untextured wall section

5tptG.jpg

I need to paint the walls, i think walls should be metal. But it should be a very clean, flat metal. I need this in two shades, First shade is like mp/s_metalc, second is like kejim/metal or mp/s_basic. And maybe in a third shade, even lighter. Both quite clean. Also i need a diamond plate floor in shade like impgarrison/new3 in jk2.

 

If you need a map source, there's no problem.

Morabis likes this
Posted

I see , yeah I can imaigne that this would not look so pretty with base JA textures

What if you took my texture I posted there and tried to edit that ?

probably you could lower the contrast a little and adjust hue/saturation to your liking

Qp4dL52.png

 

you mgiht have to make it tileable first though , In photoshop you can easily do this by using the offset filter , offset it by 50 % and then just use the clonestamp brush over the now visible seams

Posted

http://www.turbosquid.com/FullPreview/Index.cfm/ID/682633

 

I suggest you make it look realistic with an env shader +/- specular shader to get the effect you want. The actual texture could potentially be just a flat shade of grey and then the small finish of metal quality done with the shader.

I agree that for personal experiences of making dozens of metal blades and swords for my mod. Use a shader about the texture.

Yu need something like that:  

models/weapons2/vampire3/aw

{

q3map_nolightmap

surfaceparm nonopaque

surfaceparm trans

{

map models/weapons2/vampire3/aw

blendFunc GL_ONE GL_ZERO

rgbGen lightingDiffuse

}

{

map models/weapons2/vampire3/aw

blendFunc GL_SRC_ALPHA GL_ONE

detail

alphaGen lightingSpecular

}

{

map models/weapons2/vampire3/aw

blendFunc GL_DST_COLOR GL_SRC_COLOR

detail

glow

tcGen environment

}

}

 

 

But in your case i suggest that shadering:

 

{

{

map models/weapons2/vampire11/tellus

blendFunc GL_ONE GL_ZERO

rgbGen lightingDiffuse

}

{

map models/weapons2/vampire11/metal_env

blendFunc GL_DST_COLOR GL_SRC_COLOR

tcGen environment

}

{

map models/weapons2/vampire11/tellus_spec

blendFunc GL_SRC_ALPHA GL_ONE

detail

alphaGen lightingSpecular

}

}

 

Posted

Please tell me, is texturing ok now? I used Ashura's texture.

rEzuJ.jpg

rHnPE.jpg
Top one is made with BSP -meta compilation, second one is from Radiant.

Please tell me, are textures ok?

Btw im sure i dont need shiny walls.

But i need an advice.

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