The [Texture/ Metal patch] Thread
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The [Texture/ Metal patch] Thread
Building a library of textures has been discussed and is a great idea, but we need somewhere to start, and in this forum we should take the first steps.
If you are personally hosting any textures or metal patches, please post them below, for the convience of the other mappers in this forum.
Thank you.
If you are personally hosting any textures or metal patches, please post them below, for the convience of the other mappers in this forum.
Thank you.
...
Metal patches:

http://homepage.eircom.net/~cncdls/shared/m1.bmp
http://homepage.eircom.net/~cncdls/shared/m2.bmp

http://homepage.eircom.net/~cncdls/shared/m3.bmp

http://homepage.eircom.net/~cncdls/shared/m4.bmp

http://homepage.eircom.net/~cncdls/shared/m5.bmp

http://homepage.eircom.net/~cncdls/shared/m6.bmp

http://homepage.eircom.net/~cncdls/shared/m7.bmp

http://homepage.eircom.net/~cncdls/shared/m8.bmp

http://homepage.eircom.net/~cncdls/shared/m9.bmp

http://homepage.eircom.net/~cncdls/shared/m1.bmp


http://homepage.eircom.net/~cncdls/shared/m3.bmp

http://homepage.eircom.net/~cncdls/shared/m4.bmp

http://homepage.eircom.net/~cncdls/shared/m5.bmp

http://homepage.eircom.net/~cncdls/shared/m6.bmp

http://homepage.eircom.net/~cncdls/shared/m7.bmp

http://homepage.eircom.net/~cncdls/shared/m8.bmp

http://homepage.eircom.net/~cncdls/shared/m9.bmp
Last edited by Myg on 05 Jul 2006, 19:27, edited 2 times in total.
A good idea, to have metal patches being shared. This might
be a little of topic, but still about metal splats.
One of the Mapconv.exe programs would put down splats
down when you selected the right color value like we do
for trees. I think we need to look into this and see if it
can be added to the latest build of Mapconv. My C++
skills are bad and it take me too long to learn it. I should
but, I'm spending most of my free time on other things..
So, if some has some free time can they add splats back
to the Mapconv app... Also, this would help on the metal
is given per metal deposits too.
be a little of topic, but still about metal splats.
One of the Mapconv.exe programs would put down splats
down when you selected the right color value like we do
for trees. I think we need to look into this and see if it
can be added to the latest build of Mapconv. My C++
skills are bad and it take me too long to learn it. I should
but, I'm spending most of my free time on other things..
So, if some has some free time can they add splats back
to the Mapconv app... Also, this would help on the metal
is given per metal deposits too.
I think it's good as it is. This way we can keep the user map discussion concentrated on feedback from players regarding releases, works-in-progress and such, while this forum becomes one big mapper resource where textures, features, tips and techniques can be posted and discussed among mappers, without having chronic spammers like (I wont mention any names) infest our threads, thus keeping the discussion relevant to the context.jcnossen wrote:It's probably better to do this kind of thing in the public section not? So people other than mappers can contribute....
Btw I'm working on a new L3DT 2.4 climate that I'll be post here soon enough.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
100% agreement here. I hope my house will be ready tonight. I have about 4 climates to share with you guys.Cheesecan wrote:I think it's good as it is. This way we can keep the user map discussion concentrated on feedback from players regarding releases, works-in-progress and such, while this forum becomes one big mapper resource where textures, features, tips and techniques can be posted and discussed among mappers, without having chronic spammers like (I wont mention any names) infest our threads, thus keeping the discussion relevant to the context.jcnossen wrote:It's probably better to do this kind of thing in the public section not? So people other than mappers can contribute....
Btw I'm working on a new L3DT 2.4 climate that I'll be post here soon enough.
Plus I have some pretty cool metal patch textures that I have made as well that are alpha blended so they can fin it just about any map.
Oh also, the climates don't requires after market photoshop editing either (tho it's not a bad idea to do so). And I have a new greenworld climate I'm working on featuring some sweet ass grass textures (read: not mossy carpet lol).
I included the Geovents and metal patches i used in Absolute zero with the Methaneworld climate zip, and since that thread is down, i'll go ahead and post it again.
http://www.themercenary.net/main/Methan ... limate.rar
http://www.themercenary.net/main/Methan ... limate.rar
The metal patch I use on my non-green maps: http://fileuniverse.com/?p=showitem&ID=3623
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Why is your computer so far away?
Anyway, this is how I created the metal on Sands of War:
1. RGB 138 grey
2. Make new layer
3. Flood fill with grey
4. "Graphic Pen" filter. Stroke 15, Light/Dark 41
5. Magic wand select the brighter grey color across the whole image
6. Note paper filter. Balance 37, Graininess 7, Relief 10
7. Blur the image
8. Diffuse glow filter. Graininess 0, glow 5, clear amount 15.
9. "Blur more" the image.
10. Apply brightness/contrast adjustment to the layer until you are satisfied with the appearance
11. Merge it into your texture map however you feel most comfortable. Erasing the bulk of the metal layer and then merging layers is one way.
Here's how I merged:
1. Import the metal map as a new layer, resizing it to match the proportions of the texture map. Make sure it's above the metal layer you created in the steps above. Leave the layer as red on black.
2. Set the red metal map's layer mode to darken.
3. You may want to adjust the brightness of the red metal map's layer at this point, so more or less metal shows through. If done correctly it gives a nice scratched away appearance.
4. Merge the two metal layers. Do a magic wand on any remaining red and delete it down to black.
5. Do whatever you need to merge it down to the terrain. Magic wand should probably do the trick well enough (even if it bleeds, it should only add to the scratched-away appearance).
Anyway, this is how I created the metal on Sands of War:
1. RGB 138 grey
2. Make new layer
3. Flood fill with grey
4. "Graphic Pen" filter. Stroke 15, Light/Dark 41
5. Magic wand select the brighter grey color across the whole image
6. Note paper filter. Balance 37, Graininess 7, Relief 10
7. Blur the image
8. Diffuse glow filter. Graininess 0, glow 5, clear amount 15.
9. "Blur more" the image.
10. Apply brightness/contrast adjustment to the layer until you are satisfied with the appearance
11. Merge it into your texture map however you feel most comfortable. Erasing the bulk of the metal layer and then merging layers is one way.
Here's how I merged:
1. Import the metal map as a new layer, resizing it to match the proportions of the texture map. Make sure it's above the metal layer you created in the steps above. Leave the layer as red on black.
2. Set the red metal map's layer mode to darken.
3. You may want to adjust the brightness of the red metal map's layer at this point, so more or less metal shows through. If done correctly it gives a nice scratched away appearance.
4. Merge the two metal layers. Do a magic wand on any remaining red and delete it down to black.
5. Do whatever you need to merge it down to the terrain. Magic wand should probably do the trick well enough (even if it bleeds, it should only add to the scratched-away appearance).
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
These where in the public map discussion, I have a lot more textures I just have to find them
Forgive my primative metal patch textures
http://muf.222clan.com/terrain_textures.7z

Forgive my primative metal patch textures

http://muf.222clan.com/terrain_textures.7z
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43