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Sauerbraten/Cube Submissions

by Mad Merv on 04/23/2006 00:48, 36 messages, last message: 04/24/2006 19:56, 2687 views, last view: 05/05/2024 12:52

I am submitted, under Creative Commons License Attribution 2.0, a set of high resolution texture maps for Sauerbraten level editing. These texturemaps are high detail, quality materials. Some simulate bump-mapping, other urban decay, murals and diarama type level effects. Most are tiling, all are at least 512x512, ranging up to 2048x2048. The maps may be used to modify or add levels to Sauerbraten, and may be redistributed but only when attributed.

Commercial use must be granted permission from me; see the accompanying readme.txt for details.

See next message for additional texture maps.

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#17: ..

by Mad Merv on 04/23/2006 17:55

None of them are from Noctua, they must be from photographs circulating on other sites. All of the material was given away to be used. I had to tile each of them according to different standards. I did take some of the source art from Mayang.org

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#18: ..

by makkE on 04/23/2006 18:24

You didn´t tile em, if they would just stem from the same free source material, they wouldn´t be identical down to the pixel and even compression level. Even that glitch in stone6 is identical to the noctua version.

Who are you trying to fool? Yourself maybe?

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#19: ..

by makkE on 04/23/2006 18:33

Sorry for that last sentence, that was unneccesairy.

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#20: ..

by Mad Merv on 04/23/2006 20:21

makkE: once you give something away, someone else can resell and profit off it. who cares? these are formatted for cube/sauer

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#21: ..

by makkE on 04/23/2006 21:43

lol







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#22: Re: ..from Noctua?

by MitaMAN in the cave on 04/23/2006 22:24, refers to #21

Sure looks like many I've seen / used from the Noctua site (with credit given to Noctua for any I used). I guess it's a small world, eh?

I must admit, I have visited many texture sites and have seen the "same" textures on different sites, with each site claiming it their own.

Who the heck really knows. Perhaps all textures started from the same "single celled pixel" and evolved through "selective texturing" millions of years ago in the oceans of an early network.

MitaMAN

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#23: Re: ..from Noctua?

by kurtis84 on 04/23/2006 23:27, refers to #22

ethics...where have they gone? I think it takes the same kind of person to take others' textures, etc, as the kind of person that tosses a soda can out the car windows and thinks "ah it's just one can"....or sees a person drop money, and instead of saying "hey you dropped something", just stay quiet and wait for the chance to take it.

IMHO, we are moving towards a bleak society in the not-so-distant future :/

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#24: textures

by Aardappel_ on 04/24/2006 00:54

if you make textures for sauer, you have to take into account sauers 2x light value overbright lighting (this is to accommodate a higher dynamic range for textures that you could otherwise never make look brighter than the diffuse, i.e. diffuse_texture*lightmap*2). Very bright textures can therefore look washed out as the 2x makes it go to white. Suggested intensity range between 0.25 and 0.75 or something.

Oh and making textures based on someone elses hard work and then (re-)licensing them as if you own them is obviously NOT cool. I will leave it all to you to figure out wether that's the case.

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#25: Re: textures

by Aardappel_ on 04/24/2006 00:59, refers to #24

oh and... I intend to add a bunch of the g_pack textures to the next sauer. They are of quite good quality and will diversify our set.

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#26: Re: g-pack textures

by MitaMAN in the cave on 04/24/2006 01:14, refers to #25

Aard,

Are you talking about these textures?

g-pack_tex_sources textures pack by: Guilhem 'Gui' Bedos

They are very high quality, it would be great to see them as part of Sauer. I think I may have posted about those on the forum not too long ago, just before the whole copyright thing hit the fan.

Anyway - great stuff!

MitaMAN

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#27: Re: g-pack textures

by Aardappel_ on 04/24/2006 01:26, refers to #26

yup, them.

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#28: Re: textures

by Passa on 04/24/2006 03:14, refers to #24

how can you change the lighting intencity? what image editing app can do this? i recently made a large amount of textures for sauer and once i put them in they appeared very very white looking, while some looked fine..

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#29: Re: textures

by Aardappel_ on 04/24/2006 03:39, refers to #28

photoshop, the "curves" tool works best for this.

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#30: ..

by makkE on 04/24/2006 14:43

Here´s a site offering copyright-free source photographs, and a load of them:

http://www.imageafter.com/index.php

And this one keeps you out of trouble as well:

http://images.amazon.com/images/P/B0009GZSSO.01.LZZZZZZZ.jpg

:P

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#31: Re: very good!..

by MitaMAN in the cave on 04/24/2006 14:55, refers to #30

very good makkE! the second one is cool (and the best way to go).

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#32: Re: very good!..

by Passa on 04/24/2006 15:55, refers to #31

so making textures from photos is not the noob way of doing it? i thought that professional textures were done from scratch but my textures were done by taking photos then editing them so they tiled..

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#33: ..

by makkE on 04/24/2006 16:09

Passa:
It used to be the case, yes.
But nowadays, especially for realistic games it would be stupid to make something from scratch that´s supposed to look photorealistic in the end.
Also a photo wouldn´t work on 128² for a wall or so.

"Noob" is just when you only tile a photo, and it clearly says "look dude I was a photo".
Usually you would take photos as base materials, but create any special things by hand (like indents and stuff).
Plus a lot of adjustments, blending layers (rust overlays, etc), grunge brushes.. plus the photo should be high rez and sharp.

One of the most important things is get rid of stuff that clearly says "photo", especially lightning. Seeing that the photo was taken with flash or the sun struck it at steep angles will clearly mark it as photo.
Sunlight should fall straight on it, or be avaoided at all (overcast is good if not too dark).
Also perspective errors can destroy the illusion.

I personally try to achieve a blend of photorealistic and handdrawn look.

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#34: ..

by Mad Merv on 04/24/2006 19:05

i don't think that there are such rigid rules professionally; some people use whatever material they want. it's like art; there is the ready-made, and there is the original. someone can take images and make a collage and that is like a ready-made. see: marcel duchamp

also, if you take a photograph that is given away, and you modify it and make it tile, that's not relicensing.

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#35: ..

by Mad Merv on 04/24/2006 19:54

I would also like to add that the textures do not necessarily appear washed out due to the type of texture. I used intense lights in the screenshots because I'm mimicing effects in F.E.A.R.

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#36: ..

by Mad Merv on 04/24/2006 19:56

Here are some source photos I took and gave away in 2000. Some of the material appears in the console game Mafia.

http://www.madmerv.com/pc/insiders.html

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