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free texture packand models

by stinky taco on 02/24/2006 21:23, 69 messages, last message: 03/16/2006 17:43, 16647 views, last view: 05/19/2024 02:21

Hi,

here is some free textures to use in your maps.

3 models too so far...

this is a work in progress... feel free to use what ever you want in your maps...

included is a test map.. it is toaly playable, and quite nice looking.

you can copy and paste the textutre names from my mine2.cfg file to your map files, to make the textures and models appear in your map.

http://s91842597.onlinehome.us/game/mineV1.0.zip



Enjoy!

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#1: photoblog

by stinky taco on 02/24/2006 23:39

Hi!

Here is a link to a Photoblog I started with the textures...

http://www.dropshots.com/sloppytaco

please be sure to get the zip file if you want to use any... the Photoblog site makes the textures all 440x440 :(, and kind of blurry. the average texture size is 256x256.

currently looking for another free photoblog site...but in the meatime, you should get the idea what is in the Zipfile :)

going to work on some mid-evil looking textures next I think :)

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#2: Re: photoblog

by SilentFox2000 on 02/25/2006 02:32, refers to #1

How about some modern tiles? :)

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#3: Re: photoblog

by Passa on 02/25/2006 03:07, refers to #1

great stuff!

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#4: yea

by stinky taco on 02/25/2006 17:36

SilentFox2000 ,

what kind of modern tiles? Just say the word :)

@ Passa ,
Thanks :)
Glad you like them... lot more to come :)

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#5: Re: photoblog

by asdff on 02/25/2006 22:03, refers to #1

very cool.

these are all textures you authored yourself?

i am curious if they are ok to use for commercial use.
most "free" media is not.

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#6: Re: photoblog

by Passa on 02/26/2006 00:00, refers to #5

why would you use them commercially anyway? arent they for use in sauer a free FPS game?

anyway, stinky taco, I think the textures are fantastic, and the map is also first rate. how did you get the shadow below the spaceship? i thought md2s didnt have shadows.

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#7: ..

by makkE on 02/26/2006 02:23

Passa: He made cubes inside the model to have those cast the shadow.

Taco : I like the pack, just the metal floor looks like a carpet (nice carpet though). It´s a little too red to be rust and the dents don´t have shadows, that´s why it doesn´t look like dents.

A tip on the dirt texture: Lower the brightness and adjust lightness/sturation.
Sauer/cube is kind of sensitive to bright textures. Atm it´s just overbright and loses a lot of detail due to this. And it´s a shame, cause that is really nice dirt.

I didn´t know the ship model was such a big scale.It´s texture is way off the surrounding pixel density. You might need to repeat parts of the texture to get more pixels onto it.
A better way would be to build it from world geometry (would be no problem at this scale) and create custom textures for it. You could simply save it as .ogz so it can be used as prefab. This would also cast correct shadows of it ;)

Btw I am rather surprised by the poor uv-map.. thats all just planar and generally stretched ?! What program do you use to uv-map? And don´t downsize stuff that has sharp lines like the basic metal tiles. They all turn out difrrent, and some pretty blurred up.
Stuff like this is better done in true res.

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#8: importing textures

by Poetprince on 02/26/2006 09:40

I want to make more textures available for when I am editing my maps. I downloaded and added some new files but when I am editing, they don't appear while I am cycling through the textures. Could anyone tell me the easiest way to do this? Thanks

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#9: Re: importing textures

by Passa on 02/26/2006 13:00, refers to #8

once youve extracted the zip, open the base directory and open the mine2.cfg file. in there copy all the things that look like this:
texture 0 "mine/base1.jpg"
and this
mapmodel 1 1 0 "mine/goatboy"
(i mean all of them even if they have different file names.)
save it in a new txt file.
then copy the content of default_map_settings.cfg (in the sauerbraten/sauerbraten/data directory) to a new notepad window. now add the other notepad thing you copied to the end of it. save it in sauerbraten/sauerbraten/packages/base/yourmapname.cfg
good luck!

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#10: ..

by makkE on 02/26/2006 13:33

Nope.
There´s simply just 255 textures available.
If you do what passa suggested, laste few textures would miss as well.
Just copy the default_map_settings.cfg
Rename it to yourmapname.cfg
Then you´ll have to replace textures. Adding won´t work.

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#11: neato!

by stinky taco on 02/26/2006 17:48

makkE ,

thanks for the texture complements, sorry the rust does not meet your expectations. it was from an actual rust photo, so the colors are correct. I agree, it is too red.. I may multiply it upon its self to darken it and bring out more brown. but this is out of preference, not correctness.

the dirt texture does have too much pastel colors to it... I agree it must be darkened, and all RGB values over 175 must be dropped below 175. there is a utility for unreal that is called Brite.exe... it will do this very nicely, I may do this... thank you for pointing this out. it is quite blinding sometimes.

The UV map on the model it is not palaniar, you obviously don't know what you are talking about. I suspected this before but did not say anything.
I was just trying to be polite... If you actually looked at the skin.jpg texture you would have seen that it is obviously LSCM unwrapped, not just palaniar mapping.

as far as my painting skills (or lack of), it was a morning project, I did not spend much time on it. this is why it is free and not on turbo-squid for sale...
it is a few steps above "programmer art" therefore I will present it to any noobie that wants to place it in the map.

advanced users can make their own content. therefore I am not interested in competing with them, or catering to them. (unless I am accepted on the Sauerbraten mapping team, then i will do what I am assigned, to the best of my ability's, in a timely fashion)

as far as making the spaceship out of blocks, you are mistaken again... there are a few surfaces that are below the block grid smallest size.
also there are some non-convex shapes (conccaved)which is impossible to use blocks correctly without texture errors, and collision errors, therefor your comment is a moot point. http://en.wikipedia.org/wiki/Moot
I agree that i could make a spaceship out of blocks tho... Sauerbraten is a neat tool, just not an exact replication of my existing model.

thank you for the other critiquing too, I totally agree with you on the other points.
and as always, thanks for spending time looking at my content.


@ passa,

thanks for the map comment :) i love makeing deathmatch maps... sauerbraten is neat, that I dont have to worry about Zone portals, or bsp occlusion, I get great FPS from the highest point in the map to the lowest :)
I will post some map screenshots soon :)

Just enter the "texturereset" command above all your texture definitions in YourMapNameHere.cfg ... this will start the textures back at 0...
If you want to use the default textures, you must list the ones you are actually going to use, either before or after the custom textures. (copy and paste from the default.cfg file to save time.)

here is a cool trick.... notice that i have 4 wall textures listed in a row that are identicle? this is so that every wall I pop up has the most common wall texture in the map on all 4 wall sides of the block. THIS SAVES LOTS OF TIME!!!


also use "mapmodelreset" before your model declarations to start the model counting from 0...
if you wish to use default map models you must re-declair them in your custom map .CFG file.
I have a feeling that the fewer models and textures you have listed, the faster the map will preform (because you have more memory, not loading unused models and textures)... this is just a theory, please correct me if I am wrong :)

in the future, I am going to just use Zbrush to make the drop shadows..

Very special thanks to Makke for telling me about .PCX textures, this will make my drop shadows even more realistic...
I will still use a few blocks inside the models, but this is just so that a basic shadows cast on the players, monsters, and ammo.

I am hopeing that the /air material will be the same as in quake/unreals detail brushes... just casts shadows, with no collision calculations.


anyways... im off to make some more

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#12: ..

by makkE on 02/26/2006 19:28

Ok, sorry I might have gone a little too picky on this one.

I´m just intrested in other people´s stuff to see if I can learn something.

Btw there´s no such thing as an Sauerbraten Mapping team.. if you make a good map, it´ll be in, simple as that, aard decides what goes in and what not. ;)



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#13: ..

by makkE on 02/26/2006 22:29

Btw.. trying to map around two 90° corners with lscm results in something pretty similar to planar mapping the same part.
I don´t really see the advantage.

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#14: update today

by stinky taco on 03/01/2006 05:46

Hi everyone!

Just finished another texture making session there are about 40 new textures to the pack.
Some of the older textures got color corrections, and other small fixes.
No new meshes or maps, yet.
got Zbrush running the other day, so I think I may do some map decorations... perhaps some trees.

Here is the link to the photo-blog....
please remeber that the blog site ruins the images, so be sure to get the Zip file if you intend on using them in your maps.
http://www.dropshots.com/sloppytaco

and here is the zipfile
http://s91842597.onlinehome.us/game/mineV1.0.zip

hope you all like them.
:)

please feel free to leave comments and suggestions :)

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#15: Re: update today

by mitaman at dark cave on 03/01/2006 12:50, refers to #14

some really fine stuff stinky_taco!

with all the talk about copyright, i just want to make sure, is it ok to use some of your stuff for sauer/cube maps? of course you would get full credit.

keep up the great work and thanks.

mitaman

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#16: copyright

by stinky taco on 03/01/2006 16:43

I wanted to make it GPL, but they cant make up their minds...

plus GPL makes so that if people use my stuff that they must make my package available un-changed...

I really dont want that...

I would rather that people kept the packages all together, but it is not verry effecient (if they are just useing 1 100k texture they shoulod not have to include the entire megabyte package)


So, I think I am here by makeing them Creative commons "By" licence

you can read about it here
http://creativecommons.org/licenses/by/2.5/

alll I ask is that I get credit in either the readme file, or somewhere in the map (scrap of paper on ground, billboard, wrighting on bathroom wall, Etc eastereggs)

Eventualy I am going to have some nice maps using all the textures included.

If you guys use the textures, and want to be included in a "map pack", just let me know...
the only requirements for mappack are :
atleast 4 playerstarts
map must be playable
singleplayer maps are also welcome.

but if you guys just want to use the stuff please feel free.. just dont forget to give me a bit of credit :)

Comercial projects should contact me, for correct licence information, and payment options. (I only accept, Visa, cash, hookers, and pizza.)

if anyone knows of a more free way to licence please let me know... I want the mapper to have most control over the useage, plus I want some kind of credit...

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#17: wrong address

by stinky taco on 03/01/2006 16:57

ha, ha!

Sorry,

here is the correct licence...
http://creativecommons.org/licenses/by-nc/2.5/

the above on allowed comercial use.

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#18: skybox

by stinky taco on 03/01/2006 17:18

I almost forgot!

I did a new skybox too....

the skybox theme is "outside earths orbit"

Above nearby you see the bright moon...

Below you see earth!

Might put some space station in the distance or something later...

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#19: ..

by >_< Sauceofallevils >_< on 03/02/2006 01:53

Good job buddy! Ive made a few textures before but I never really got the hang of it:) Mine all kind of sucked. lol
But yours a pretty rad, good job! Keep up the good work.

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#20: Re: copyright

by pushplay on 03/02/2006 03:03, refers to #16

> plus GPL makes so that if people use my stuff that they must make my package available un-changed...

Either I didn't understand that sentence or you don't understand the GPL properly. Either way it's designed for code anyways, cc is designed for media and is a better choice.

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