2000 Photo-Realistic Textures Pack...
Effexx
10-05-2003, 12:58 AM
I saw this posted at PlanetBattlefield, and figured you guys might be interested in some more textures...
BarneryBoy's Map Design has just releases a really sweet texture pack for all you mappers out there. This pack includes 2000 high-resolution seamless photo-realistic textures.
The PhotoRealistic Texture Pack is organized into: bricks 146, concrete 74, crate 40, door 95, floor 159, frontage 99, glassblock 19, ground 72, marble 76, metal 172, objets 54, ornaments 73, parquet 162, road 40, rock-stone 136, roof 12, sand 56, terra 83, tiles 21, trim 42, vegetal 69, wall 132, wallpaper 52, window 60, wood 107. Also included textures designed specifically for CTF/Teams maps.
http://www.planetquake.com/berneyboy/textures.htm
...
DSettahr
10-05-2003, 02:25 AM
Woah, awesome. This certainly does increase the number of available textures for DoD mappers by a large margin, can't wait to see some of these textures in use.
TheNomad
10-05-2003, 04:55 AM
Nice, but some of them were ripped off HL and dod textures, still, they can be quite useful.
Klein>Photorealistic
Photorealistic=Crap
Jello_Biafra
10-05-2003, 05:53 PM
Photorealilistic is not necesarily a good thing when in a polygonal world.
*RAR*
10-05-2003, 06:37 PM
Can someone post a screenie of what it would look like?
Mythic_Kruger
10-05-2003, 07:20 PM
Yes, klein's textures are good, but IMHO they tend to become overused. Is it a problem if the mappers use different textures, to play different looking maps? Or is there a standard texture set to use not to be excomunicated of the mapping community?
Photorealistic texturing is bad for some people and I respect this point of view. I'm not sure if Klein opens a blank window in mspaint to create his textures though.
Thanks for the link Effexx. There are certainly some usable textures in the wad.
Craftos
10-06-2003, 09:21 AM
You can always add some filter and/or dirt to make them more DoDish. Overall - depends on map and other textures you want to use.
Is it a problem if the mappers use different textures, to play different looking maps?
Yes
I don't mean just klein's textures, you have xerent, kami, blaz, abv, text-exchange, all the map's wad files, and other things, for the most part photorealistic textures just don't look as good.
Mythic_Kruger
10-06-2003, 03:27 PM
The helmet texture of the US players are photorealistc.
Can't see what the problem is as long as there is quality.
Faceman
10-06-2003, 04:13 PM
put them in a map and you'll see. they stand out alot.
if you use them as a basis and muck them up or use some filters, they might be usable.
i'm sure on other engines they'd work better than in HL.
kleinluka
10-06-2003, 06:08 PM
i checked these out a couple days ago and hmm...i dunno....doesnt quite blow me away. its just a bunch of photos made tileable. they might be useful for mappers who dont have a 'personal texture artist' helping them out but from an artistic point of view its baaaad stuff.
as for my textures being overused- i agree. but theres more in the works etc etc.....
and no i dont open a blank window in MS paint when i start working on a texture. i open a blank window in photoshop.
and to be honest I think nowaday's dod mappers are relying too much on textures rather than brushwork so seeing how there is plenty of textures already out there you should be able to work with that and still manage to make your map look unique even with a more or less overused set of textures. they wont look half as overused if you use them the right way.
and to be honest I think nowaday's dod mappers are relying too much on textures rather than brushwork so seeing how there is plenty of textures already out there you should be able to work with that and still manage to make your map look unique even with a more or less overused set of textures
Agreed, I think people often forget that textures aren't the only thing that affects the way the map looks. Take solitude, same klein textures, but it looks different. Its all cause of the beautiful architecture.
yeah its been kinda a zig zag between the 2 opposites for a while.
for a bit you get n00bs who use 3 textures, grass, brick, sky. everything is just brush work with no definiton. Then you get n00bs who palce a square and align textures perfectly and choose the best textures and make them all the rgiht colour set. but when you look at the map your luck if its over 7 brushes.
some people find it hard to find a moderation. Textures are used to enhance the brushwork in my book.
Blazeeer
10-08-2003, 06:37 AM
I didn't like this set much.
Most textures are in my opinion not even usable.
Although some could be used of course and look good in a map.
But I think this more looks like a recource photo pack than actually texture pack.
taking a photo and scaling it, making it tilable isn't to make a texture. You have to get rid of strange shadows/highligts that will look strange while tiling, adjust the colors, adjust the contrast and sharpness. Then you got a texture (which is still photographic, but can look very good if made right).
In case you want other textures to play with and didn't see my quite recently released dod wad (blaz_dodwad).
You are very welcome to download it from www.blaz.cscentral.com :p
Gorbachev
10-08-2003, 10:19 AM
There are a few in there that work really really well, and others that I couldn't see using at all. I altered a few of them to get slightly richer colours and it works, you'll see it in my new map. Oh and I'm mostly using your .wad Blaz, it's really good for my map.
Mythic_Kruger
10-08-2003, 10:27 AM
Hopefully I didn't download it :D
Blazeeer your site is excellent.
2ltben
10-08-2003, 04:48 PM
I suggest repackaging into different wads with credit given. No one is going to download a 100+MB map file:D
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