The [Texture/ Metal patch] Thread

The [Texture/ Metal patch] Thread

Discuss maps & map creation - from concept to execution to the ever elusive release.

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Myg
Posts: 65
Joined: 05 Oct 2005, 19:05

The [Texture/ Metal patch] Thread

Post by Myg »

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.
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jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

It's probably better to do this kind of thing in the public section not? So people other than mappers can contribute....
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genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

Post by genblood »

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.
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Cheesecan
Posts: 1571
Joined: 07 Feb 2005, 21:30

Post by Cheesecan »

jcnossen wrote:It's probably better to do this kind of thing in the public section not? So people other than mappers can contribute....
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.

Btw I'm working on a new L3DT 2.4 climate that I'll be post here soon enough.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Cheesecan wrote:
jcnossen wrote:It's probably better to do this kind of thing in the public section not? So people other than mappers can contribute....
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.

Btw I'm working on a new L3DT 2.4 climate that I'll be post here soon enough.
100% agreement here. I hope my house will be ready tonight. I have about 4 climates to share with you guys.

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).
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Quanto042
Basically OTA Developer
Posts: 778
Joined: 22 Feb 2006, 03:01

Post by Quanto042 »

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
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Decimator
Posts: 1118
Joined: 24 Jul 2005, 04:15

Post by Decimator »

The metal patch I use on my non-green maps: http://fileuniverse.com/?p=showitem&ID=3623
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

and of course the day that I need to buy 300 feet of cat5, the price goes up 100 fucking percent! FFS It's not like this shit is gold!!!

$79 for 1000 feet as opposed to the 40 it used to be. Suck my fat balls. Damnit! It'll be a fucking miracle if I ever even get internet again goddamnit.
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

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).
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

it's in a seperate house on the same property.

I found a roll of 300 ft for 29 bucks so that makes me feel better. Might actually get going tonight after all.
mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

These where in the public map discussion, I have a lot more textures I just have to find them :shock:
Forgive my primative metal patch textures :oops:

http://muf.222clan.com/terrain_textures.7z
mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

Forboding Angel wrote:it's in a seperate house on the same property.

I found a roll of 300 ft for 29 bucks so that makes me feel better. Might actually get going tonight after all.
Man you need a wireless network :!:
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Need a repeater for that.

30 bucks for 300 feet of cable is better than 90 bucks for a repeater that may or may not be stable.

Good news, got the cable run tonight. Now I jsut have to lay down new carpet and paint 2 rooms and I will be in like flint 8)

Maybe tommorrow night :roll:
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