q4_ExgHq :)
- eXg. Johnny
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- eXg. CrUsH
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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....
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....
- eXg. Johnny
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- eXg. Johnny
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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!
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!
- eXg. Johnny
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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
My BF2 Stats: http://bf2s.com/player/57479235/
- eXg. CrUsH
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Dont forget the .DDS versions of all the textures for all the people that used the compressed versionseXg. 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....
- eXg. CrUsH
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- Joined: Wed Dec 28, 2005 9:35 am
3xH wrote:Dont forget the .DDS versions of all the textures for all the people that used the compressed versionseXg. 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....
I LAFF at people that use DDS
Thats everyone not using Ultra qualityeXg. CrUsH wrote:3xH wrote:Dont forget the .DDS versions of all the textures for all the people that used the compressed versionseXg. 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....
I LAFF at people that use DDS
Including me! lol
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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????
Also, is there a set of doom 3 STANDARD textures floating around??? Also, what about pixel dimensions and map size information????
My BF2 Stats: http://bf2s.com/player/57479235/
- eXg. CrUsH
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3xH wrote:Thats everyone not using Ultra qualityeXg. CrUsH wrote:3xH wrote:Dont forget the .DDS versions of all the textures for all the people that used the compressed versionseXg. 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....
I LAFF at people that use DDS
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.eXg. CrUsH wrote:3xH wrote:Thats everyone not using Ultra qualityeXg. CrUsH wrote:3xH wrote:Dont forget the .DDS versions of all the textures for all the people that used the compressed versionseXg. 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....
I LAFF at people that use DDS
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......
Far better just to compress them in the first place
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?