q4_ExgHq :)

Mods, maps, beta testing.
User avatar
eXg. Johnny
Forum Master
Posts: 1166
Joined: Wed Dec 28, 2005 3:36 pm
Location: Netherlands
Contact:

Post by eXg. Johnny »

cool cool yeah would be great, cuz i need 2 know what kind of file it has to be, the pixel size and stuff! Cuz thats not easy i think!

Tnx mike, ill hit him up on PM, or xfire or stuff!

:D
Image
User avatar
eXg. CrUsH
Admin
Posts: 4207
Joined: Wed Dec 28, 2005 9:35 am

Post by eXg. CrUsH »

Hahahaha Oh and you cant ask me?

Format: TGA
Size: any value in multiples of 2. Example 128x128 or 128x64 or 512x64 or 56x22 whatever.


You need to make a "textures" folder in the same dir you have your "maps" directory. You also need a folder named "materials" which you will make your material file and place it in there, Then you have to make the textures. At a min. I have a editor image, and a diffuse image. But you can also make a bumpmap and specular if you want also.


I suggest the texture video tutorial by Brian Trepanning....
Image

Image
User avatar
eXg. Johnny
Forum Master
Posts: 1166
Joined: Wed Dec 28, 2005 3:36 pm
Location: Netherlands
Contact:

Post by eXg. Johnny »

Ofcoure i can ask you :D.... but i need al the help i can have! :D Tnx man ill look into the tutorial! :D
Image
User avatar
eXg. FroggY
Open Roster
Posts: 1087
Joined: Fri Jan 13, 2006 6:04 am
Location: France

Post by eXg. FroggY »

could you post more pics?so that we can see the progress... :?:
Image
User avatar
eXg. Johnny
Forum Master
Posts: 1166
Joined: Wed Dec 28, 2005 3:36 pm
Location: Netherlands
Contact:

Post by eXg. Johnny »

well i was trying to make a video of the ingame, but dunno how it works!

I know how i can record a net demo, but thats not gonna be a avi, or mpeg file or someting!

But there arent much extra photos to put up, its basicly the room there that i build! Cuz im still learning, and trying things out on other test maps, and with lots of tutorials it will take a while!
Image
User avatar
eXg. Johnny
Forum Master
Posts: 1166
Joined: Wed Dec 28, 2005 3:36 pm
Location: Netherlands
Contact:

Post by eXg. Johnny »

whell whell whell cuz i screwed up and get confused of making a video capture of the map, i just gonna post sum screenshots! I havent changed mutch, only addes some texture and stuff!

Image

Image
Image
K1LLA:4:H1RE
Inactive
Posts: 769
Joined: Tue Jan 03, 2006 6:44 pm
Location: Arizona

Post by K1LLA:4:H1RE »

:lol: :lol: :lol: :lol:

i went to school for that s**t.... i was trained in 3d studio max and Maya... however, i havent used those programs in 3 years....

I might install 3d max again and see how much i remember...lol
User avatar
XvileX
Forum Junkie
Posts: 417
Joined: Sat Dec 31, 2005 5:39 pm

Post by XvileX »

Darkstar man, I bet you'd make some hellishly cool maps... you should dig around inside yer brain and find that hidden knowledge!
Image
User avatar
eXg. CrUsH
Admin
Posts: 4207
Joined: Wed Dec 28, 2005 9:35 am

Post by eXg. CrUsH »

Either that are start making some models!
Image

Image
3xH
V.I.P.
V.I.P.
Posts: 62
Joined: Wed Dec 28, 2005 1:48 pm
Location: UK
Contact:

Post by 3xH »

eXg. CrUsH wrote:Hahahaha Oh and you cant ask me?

Format: TGA
Size: any value in multiples of 2. Example 128x128 or 128x64 or 512x64 or 56x22 whatever.


You need to make a "textures" folder in the same dir you have your "maps" directory. You also need a folder named "materials" which you will make your material file and place it in there, Then you have to make the textures. At a min. I have a editor image, and a diffuse image. But you can also make a bumpmap and specular if you want also.


I suggest the texture video tutorial by Brian Trepanning....
Dont forget the .DDS versions of all the textures for all the people that used the compressed versions :wink:
Image
User avatar
eXg. CrUsH
Admin
Posts: 4207
Joined: Wed Dec 28, 2005 9:35 am

Post by eXg. CrUsH »

3xH wrote:
eXg. CrUsH wrote:Hahahaha Oh and you cant ask me?

Format: TGA
Size: any value in multiples of 2. Example 128x128 or 128x64 or 512x64 or 56x22 whatever.


You need to make a "textures" folder in the same dir you have your "maps" directory. You also need a folder named "materials" which you will make your material file and place it in there, Then you have to make the textures. At a min. I have a editor image, and a diffuse image. But you can also make a bumpmap and specular if you want also.


I suggest the texture video tutorial by Brian Trepanning....
Dont forget the .DDS versions of all the textures for all the people that used the compressed versions :wink:


I LAFF at people that use DDS :lol: :lol: :lol: :lol:
Image

Image
3xH
V.I.P.
V.I.P.
Posts: 62
Joined: Wed Dec 28, 2005 1:48 pm
Location: UK
Contact:

Post by 3xH »

eXg. CrUsH wrote:
3xH wrote:
eXg. CrUsH wrote:Hahahaha Oh and you cant ask me?

Format: TGA
Size: any value in multiples of 2. Example 128x128 or 128x64 or 512x64 or 56x22 whatever.


You need to make a "textures" folder in the same dir you have your "maps" directory. You also need a folder named "materials" which you will make your material file and place it in there, Then you have to make the textures. At a min. I have a editor image, and a diffuse image. But you can also make a bumpmap and specular if you want also.


I suggest the texture video tutorial by Brian Trepanning....
Dont forget the .DDS versions of all the textures for all the people that used the compressed versions :wink:


I LAFF at people that use DDS :lol: :lol: :lol: :lol:
Thats everyone not using Ultra quality :wink:

Including me! lol
Image
K1LLA:4:H1RE
Inactive
Posts: 769
Joined: Tue Jan 03, 2006 6:44 pm
Location: Arizona

Post by K1LLA:4:H1RE »

i will start brainstorming this weekend... i will need your guys help on converting .max files to Doom 3 oriented files...

Also, is there a set of doom 3 STANDARD textures floating around??? Also, what about pixel dimensions and map size information????
User avatar
eXg. CrUsH
Admin
Posts: 4207
Joined: Wed Dec 28, 2005 9:35 am

Post by eXg. CrUsH »

3xH wrote:
eXg. CrUsH wrote:
3xH wrote:
eXg. CrUsH wrote:Hahahaha Oh and you cant ask me?

Format: TGA
Size: any value in multiples of 2. Example 128x128 or 128x64 or 512x64 or 56x22 whatever.


You need to make a "textures" folder in the same dir you have your "maps" directory. You also need a folder named "materials" which you will make your material file and place it in there, Then you have to make the textures. At a min. I have a editor image, and a diffuse image. But you can also make a bumpmap and specular if you want also.


I suggest the texture video tutorial by Brian Trepanning....
Dont forget the .DDS versions of all the textures for all the people that used the compressed versions :wink:


I LAFF at people that use DDS :lol: :lol: :lol: :lol:
Thats everyone not using Ultra quality :wink:

Including me! lol

I wouldnt say that. I could create a whole map with nothing but TGA's, then where would your DDS be?

The only plus ive heard about DDS is maybee load times......
Image

Image
3xH
V.I.P.
V.I.P.
Posts: 62
Joined: Wed Dec 28, 2005 1:48 pm
Location: UK
Contact:

Post by 3xH »

eXg. CrUsH wrote:
3xH wrote:
eXg. CrUsH wrote:
3xH wrote:
eXg. CrUsH wrote:Hahahaha Oh and you cant ask me?

Format: TGA
Size: any value in multiples of 2. Example 128x128 or 128x64 or 512x64 or 56x22 whatever.


You need to make a "textures" folder in the same dir you have your "maps" directory. You also need a folder named "materials" which you will make your material file and place it in there, Then you have to make the textures. At a min. I have a editor image, and a diffuse image. But you can also make a bumpmap and specular if you want also.


I suggest the texture video tutorial by Brian Trepanning....
Dont forget the .DDS versions of all the textures for all the people that used the compressed versions :wink:


I LAFF at people that use DDS :lol: :lol: :lol: :lol:
Thats everyone not using Ultra quality :wink:

Including me! lol

I wouldnt say that. I could create a whole map with nothing but TGA's, then where would your DDS be?

The only plus ive heard about DDS is maybee load times......
Well, IIRC, it would indeed take longer to load the level if you only used tga, becuase the engine would have to compress them all during the loading sequence rather than just loading the pre-compressed textures.

Far better just to compress them in the first place :wink:

Hmmmm so in doom and quake they are converted when the map starts? Are you sure? Why wouldnt ID use all .DDS files then for textures. Or use DDS and have TGA's also?
Image
Post Reply

Return to “Development”