DoD Source Texture Thread: ADD YOURS!


El Capitan
10-25-2004, 05:28 PM
OK, Here are the specifications

File format: TGA File (24 bit or 32 bit with Alpha)
You may post the image as .jpg

Maximum Size: 2048 x 2048
More on TGA File Format: http://organicbit.com/closecombat/formats/tga.html

I am not too sure about compiling all this together at the moment, but we can start now and when the SDK comes along I will assemble a texture package in time for the DoD source release so we all have something to start on.

If you are unsure about the TGA file format still, just create the texture in high quality and post it here as a JPG (100% quality)...I can always convert it later

Thanks, El Cap :)

I will add some of my own in tomorrow!

El Capitan
10-25-2004, 05:32 PM
If you have any comments to make on this post rather than submissions, please feel free to reply...I will delete your post and add it in below here to keep things tidy:

------------------------------------------------------------------------------------

Neutrino: thats goooood stuff. cant wait to see and use some high quality textures.

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PF-B4DG3R: That sand texture would look excellent in a night-time setting.

I know nothing about texture making...just commenting.

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El Capitan: Some really good stuff appeared so far, keep it up guys!

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Craftos: You ask too early IMO.

But, you could constact DoD team and ask then if they could provide sample or two how texture for DoD:S should look like, how much details to include, whether or not provide detail texture, etc. I think for textures with details embedded (like ones made by spine) there will be need for bumpmap.

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PanFrie: sorry bout not having any textures, but shouldnt this get stickied?

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El Capitan: it gets more attention here trust me not as many read stickies

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Silverghost: 1024x1024 should be the minimum size for DoD:S textures. Especially for something like buildings. 2048x2048 will be best for open areas. 512x512, tiling will be very noticeable.

1024x1024 isnt even high res by todays standards, fire up Painkiller to see what I mean.

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Kleinluka @ Silverghost: You have no idea what you are talking about. Using 1024s or even 2048s A LOT for level textures is overkill. If you look at Half-Life 2, most of the textures are 512s, only they use seperate maps such as normal and specular to give them more depth and detail. It's stupid to even TALK about using 2048x2048 textures at this time.

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Silverghost @ Kleinluka: Im saying using 2048's for just like grass in an open area, less tiling. Not for everything. Incase you haven't noticed. 256MB cards are common now.

Using 512's for crates and smaller objects is ofcourse the smartest thing to do.

But for stuff like walls of buildings, 1024x1024 would best.

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Kleinluka @ Silverghost: you do realize that a 2048x2048 texture takes up 12 MB of memory do you? Add to that specular and normal maps and you have 36 MB for one texture. Besides that not everybody has a video card that can handle these things, and even using 1024s would result in quite a performance hit. Besides things like GRASS really don't need to be 2048s as you can easily make non-repetitive terrain textures in 512 and it really isn't very obvious at all. In the end it will be up to the custom mappers/artists but I can only warn you guys not to go crazy on your texture res just because you technically can.


[edit] and since when are 256 videocards common now? I'm pretty sure if we made a random poll here you wouldn't see a whole lot of people with 256MB cards. Not everybody can afford them. Sure they are out, but not many people have them yet. So you need to work with the lower spec players in mind.

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Spine: Nice but I realy think we should stick to 512x512 max when making ground texes, read Kleinlukas suggestion on this.
Looking at the HL2 movies that have been released, it looks
like they have not used that many extremely high res images, it's
a step up sure but not 10!

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darkflame: God damn it all looks so real, DOD:S is going to take over my life, after I get done with HL2

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Billie|Joe: a digital camera and photoshop can do wonders

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pehka: < likes the 'compost', but it's not 512² or 1024²

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A Member: it's 960, which is a power of 2, so it should work. some games don't need them to be powers of 2 anyway, i had moh textures that were 372x174 or something, no set numbers. whoever puts them together can just resize them to however big they need to be though, only takes a few seconds to open up PS or PSP and click the resize button.

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Kleinluka: 960 isn't powers of 2


32
64
128
256
512
1024
2048

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izuno: lol. indeed.

in general when we say "power of 2" we literally mean 2 to the nth power. hence 2^5=32, 2^8=256 etc. 960 certainly is divisible by 2, but not a power.

i can't recall how many times i've seen people mix that up on these boards.

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El Capitan
10-26-2004, 01:44 PM
Ok, to start the thread off...I have made 2 textures but they are only 512x512 for covering wide areas. Tiling isn't too noticable.

I put them as tiling web pages so you can get an idea as to what they look like tiled!!

Rocky Wall:

http://dodnetwork.com/el/textures/tex1.htm

Broken/washed mosaic Floor:

http://dodnetwork.com/el/textures/tex2.htm

Sand texture:

http://dodnetwork.com/el/textures/tex3.htm

Anyone like them? :P

Ricochet
10-26-2004, 03:18 PM
Here's another sand texture. Now let's get some beach maps :)

Ricochet
10-26-2004, 03:20 PM
.....and some wood.

man, I gotta get myself some webspace :(

spine
10-26-2004, 04:34 PM
Nice work guys,
looks like mine are not detailed enough.
Dont know anything about the alpha channels stuff yet though.
A cosy little hut:
(ups F'ed up the forum sides there, sorry)
http://www.spillmodding.no/bilder/wall_wood1.jpghttp://www.spillmodding.no/bilder/wall_wood2.jpg
http://www.spillmodding.no/bilder/wall_wood3.jpghttp://www.spillmodding.no/bilder/wall_wood4.jpg

spine
10-27-2004, 02:45 PM
Some more stuff.
http://www.spillmodding.no/bilder/Muddy1.jpg
http://www.spillmodding.no/bilder/Muddy2.jpg
http://www.spillmodding.no/bilder/TrenchfootA.jpg

Ricochet
10-27-2004, 04:08 PM
Nice ones, spine!

http://www.ricochet.at/upload/rc_concrete1.jpg

http://www.ricochet.at/upload/rc_crate1.jpg

http://www.ricochet.at/upload/rc_plasterwall.jpg

http://www.ricochet.at/upload/rc_mossyplasterwall.jpg

http://www.ricochet.at/upload/rc_cobblestreet.jpg

TheSurgeon
10-31-2004, 08:40 AM
i took all these in my garden and in the house a couple of months ago and never got round to editing them. i just fixed them in a couple of minutes, so here they all are. i've got some more photos i found on the net, and loads of textures i made for CoD/Mohaa, but they're probably not high res enough for HL2.


dirt texture
http://img67.exs.cx/img67/7240/dirtfloor01.jpg


same texture as above but with difference filter. looks more like compost
http://img67.exs.cx/img67/9373/dirtfloor02.jpg


grass texture
http://img67.exs.cx/img67/2951/Grass01.jpg


door/shutter texture. probably too much noise on this one, i can't get rid of it though
http://img67.exs.cx/img67/4961/Door001.jpg

Watchtower
11-01-2004, 03:38 PM
Heres a sandstone 512x512 texture i made from scratch.

I think it turned out well and can be edited as you please. It also will serve nicely as a base texture for quite a few things :)

http://voodoo.dssghq.net/wt_sandstone01.bmp

LICENSE OF USE: By using this texture in any project you agree to credit "Watchtower" with any public release. I would also appreciate a PM to those who hold an acount here. Day of Defeat only. Thanks.

El Capitan
11-02-2004, 05:04 AM
02/11/04 Updated posts into comments thread (2nd post)

Watchtower
12-16-2004, 06:40 AM
You wont believe what this started as, a non-tiling 260x260 peice of a photograph I took. I converted it to 512x512 and made it a seamless tiling texture in about an hour. Like it but need a variant or tweak? Lemme know.

http://voodoo.dssghq.net/wt_stonewall1.JPG

LICENSE OF USE: By using this texture in any project you agree to credit "Watchtower" with any public release. I would also appreciate a PM to those who hold an acount here. Day of Defeat only. Thanks.

Watchtower
12-16-2004, 10:57 AM
just to give everyone an Idea of what can be done with this texture with a few tweaks: (.bmp format)
(wonders if anyone is still checking this thread)

http://voodoo.dssghq.net/wt_stonewall1d.bmp

Now, imagine your favorite border at the top and, wah-lah!

LICENSE OF USE: By using this texture in any project you agree to credit "Watchtower" with any public release. I would also appreciate a PM to those who hold an acount here. Day of Defeat only. Thanks.

kleinluka
12-16-2004, 12:09 PM
only gripe i have is it's too blurred and there's too much black in it. try avoid using pure blacks. also if the white stuff is snow, use more of that ;)

looks cool

Craftos
12-17-2004, 12:43 AM
Shouldn't we require ;) a normalmap too ?
(as grayshaded pic).
:dog:

kleinluka
12-17-2004, 05:58 PM
normal maps aren't grayshaded.

Watchtower
12-17-2004, 08:56 PM
To be honest im not gonna go stir crazy and post all kinds of textures, bump maps etc here. They require alot of work and to post textures here is a gesture of trust in the public.

Just thought Id share a lil of the wealth. If you want texture help or extra stuff for HL1 or HL2 you can contact me via PM's.

Craftos
12-22-2004, 10:47 AM
Originally posted by kleinluka
normal maps aren't grayshaded. But the easiest way is to create them as grayshaded picture and then import into Source.

Watchtower
12-28-2004, 11:09 PM
I can make a bump map in a few minutes very easily if someone wants one craftos.

Ok Ive been messing with shaders, tell me what you think (anyone). I can pretty much do this to any texture really. I really wanna talk to other texture artists about this, seems no one is around. Im still pretty much a beginner in the scheme of things but textures are getting pretty fun.


Before shader effects (please allow a few moments to load)
http://voodoo.dssghq.net/wt_crackedwall.JPG

Medium Bump-mapped effect
http://voodoo.dssghq.net/wt_crackwall-bumped3.bmp

Intense Bump-mapped effect
http://voodoo.dssghq.net/wt_crackwall-bumped2.bmp

The effect can be subtle or intense. The latter is fairly high intesitiy but its just to show the effect that can be acheived within minutes. Feel free to adjust contrast/brightness to your liking.

LICENSE OF USE: By using this texture(s) in any project you agree to credit "Watchtower" with any public release. I would also appreciate a PM to those who hold an acount here. Day of Defeat only. Thanks.

Watchtower
12-29-2004, 03:05 AM
Here's another example of a basic bump-mapping effect.

The really really advanced effects are achieved with XSI by using uber high-poly models and using them as texture maps. This is simply using a normal greyscale heightmap.

I whipped up a brick real quick to again show the before and after.

Before:
http://voodoo.dssghq.net/wt_brickwall.jpg

After
http://voodoo.dssghq.net/wt_brickwall-bumped.bmp

height-map
http://voodoo.dssghq.net/wt_brickwall-heightmap.jpg

Gorbachev
12-29-2004, 03:07 AM
I really recommend the subtle HL2 bump-mapping and not the overboard seran wrap Doom 3 type. Especially for something that's going for a realistic look (WWII era)

Watchtower
12-29-2004, 03:11 AM
Agreed. The middle texture of my "crackedwall" turned out to be a very usable texture IMO. The DOOM3 high-contrast look is quite strange, almost as if tyring too hard to look 3D. Balance and tastefull application is the key. But the flat HL1 look is compartively bland.

Craftos
12-29-2004, 05:18 AM
Thanks Watchtower, it definitely looks better in 2D. Subtle bumpmap should work best, but overall, it can look different in 3D map, so hard to say which is best.

TheSurgeon
01-03-2005, 06:53 PM
Here's a couple of wallpaper textures I've just quickly made in photoshop. I finally found some decent high res wallpaper textures to use. I've made 2 versions for each of the 3 wallpaper patterns, and 3 or 4 different colours for each one. Here they are anyway. Use them as you like, some credit would be nice though (I'm The0rthopaedicSurgeon btw, it was too long to have that as a name here which is why I have this one)



Texture 1:
http://img119.exs.cx/img119/4205/wallpaper001red1cx.jpg


Other colours for this texture:

http://img119.exs.cx/img119/2931/wallpaper001green3qu.jpg
http://img119.exs.cx/img119/972/wallpaper001faded6kk.jpg
http://img119.exs.cx/img119/9418/wallpaper001blue5wz.jpg





Texture 2:
http://img119.exs.cx/img119/1604/wallpaper002faded1nf.jpg


Other colours for this texture:

http://img119.exs.cx/img119/456/wallpaper002blue1we.jpg
http://img119.exs.cx/img119/8206/wallpaper002green1ru.jpg
http://img119.exs.cx/img119/8838/wallpaper002red2ln.jpg





Texture 3:
http://img119.exs.cx/img119/6162/wallpaper003blue6bt.jpg

Other colours for this texture:
http://img119.exs.cx/img119/7176/wallpaper003faded0ja.jpg
http://img119.exs.cx/img119/8814/wallpaper003white1jq.jpg





Texture 4:
http://img119.exs.cx/img119/2498/wallpaper004faded8ne.jpg

Other colours for this texture:
http://img119.exs.cx/img119/2666/wallpaper004blue1fw.jpg
http://img119.exs.cx/img119/1120/wallpaper004white5ky.jpg





Texture 5:
http://img119.exs.cx/img119/5961/wallpaper005white2os.jpg

Other colours for this texture:
http://img119.exs.cx/img119/2091/wallpaper005red4em.jpg
http://img119.exs.cx/img119/4701/wallpaper005blue0up.jpg





Texture 6:
http://img119.exs.cx/img119/8646/wallpaper006white8qn.jpg

Other colours for this texture:
http://img119.exs.cx/img119/1866/wallpaper006red7bd.jpg
http://img119.exs.cx/img119/7060/wallpaper006blue7jl.jpg

Watchtower
01-03-2005, 07:50 PM
Excellent Smithers (**Mr. Burns voice)

killer tomato
01-05-2005, 04:36 AM
Wow, nice to see such professional posts!
Keep up the good work lads!

Pierog
02-13-2005, 02:48 AM
those interiors are slightly too clean... its be great to make them a bit messier without having to put decals all over them

Someth|ngW|cked
03-25-2005, 04:45 AM
Why are you guys using such low resolutions? most of the hl2/css wall materials are between 512 and 2048

I also think that these textures are to clean for a ww2 game . . .

The work is high quality but these textures won;t use source to it's full capabilities

kleinluka
03-25-2005, 11:38 AM
most walls in hl2 are 512.. the only 2048s i've seen were for big models such as trains, characters, vehicles etc..

Insta
03-25-2005, 12:35 PM
Don't forget the G-mans face. The skin used in the intro was 2048x2048 :eek:

izuno
03-25-2005, 12:39 PM
Originally posted by Pierog
those interiors are slightly too clean... its be great to make them a bit messier without having to put decals all over them

Agreed, as many of us have already noted. Keep in mind that it's always good to start with a base texture of an inwall before it's damaged. Even so, I'd like to see these walls with a little more wear on them, even if not battle related. That would look a little more realistic. Then I'd like to versions where see walls damaged by battle.

spine
04-02-2005, 12:17 PM
Hmm hard to find this thread now...
Sry for being away from the forums,
have been busy lately, I'm on the Insurgency mod team
doing textures and it does take up a lot of time,
but I love it...:)

I've made some wallpapers for dod s,
thing is there's some problems with the editor I use
for the web so I cant get to post the images here.

Never mind that, click on my sig and on my site go
to the downloads section to have a look and get the tga's...

Hope they are usefull.
Tada!:D

Prime Objective
04-02-2005, 01:49 PM
The textures in here are incredible. The variations that one can achieve with the same texture is crazy.

So basically, someone can import a real world digital photo into HL2 as a texture?

I have always wanted to learn this stuff, my interest has grown!

Take care

travis
04-02-2005, 10:47 PM
Those wallpapers look really nice and crisp TheSurgeon :) as mentioned they are far too clean D: they look like something id align in my own home

travis
04-02-2005, 10:50 PM
btw spine where can we meet? because like...your awesome....

In other news i had this weird dream last nite

spine
04-03-2005, 05:08 PM
Originally posted by RaNd0M
btw spine where can we meet? because like...your awesome....

In other news i had this weird dream last nite
Huh?
Are you being sarcastic or am I just not getting it?
Sry mate:confused:

spine
04-04-2005, 03:37 PM
Hmm guess i've said something to upset u then,
doesn't take much these days now does it. ;)

Anyways got it working so I can post the textures now.
http://www.spineroyal.com/dloads/wallpaper01_spine.jpg
http://www.spineroyal.com/dloads/wallpaper02_spine.jpg
http://www.spineroyal.com/dloads/wallpaper03_spine.jpg
http://www.spineroyal.com/dloads/wallpaper04_spine.jpg
http://www.spineroyal.com/dloads/wallpaper05_spine.jpg

catharsis
04-04-2005, 07:15 PM
sex

Someth|ngW|cked
05-29-2005, 11:33 PM
Nice stuff spine, can you make some exterior wall and grass textures also?

happyernst
05-30-2005, 02:30 AM
i love this = http://www.spineroyal.com/projects.html

you are a profi ! plz release a free dod_s set --

Watchtower
05-30-2005, 08:34 PM
they look even better in the map ;)

Ricochet
07-03-2005, 01:34 PM
Here are some random textures I threw together. They're mostly gravel, brick and stone walls and such.

They're already zipped together in VTX and VMT format and also contain normal maps for some of the textures. Download here (http://www.ricochet.at/upload/ricochet1.zip).

Here are some ingame previews, so you can see the normal maps:


TheMiede
07-03-2005, 03:30 PM
Is there a way to save these textures that you post and make them a usable texture for HL2

Ricochet
07-03-2005, 04:53 PM
Originally posted by TheMiede
Is there a way to save these textures that you post and make them a usable texture for HL2

The textures I posted are already in the right format. check the zip file in the download link. They go in the materials directory of the mod.

As for the other textures in this thread, you have to save them, convert them to TGA and then convert them to VTX.

Look here for some tutorials on making textures:
http://developer.valvesoftware.com/wiki/Category:Material_System

mXed.dk
07-04-2005, 08:26 AM
nice textures spline

mXed.dk
07-04-2005, 08:27 AM
never mind

Chavez
06-07-2006, 11:33 AM
I am not very good at texturing but I gave a try at dirtying up one of his textures
http://img263.imageshack.us/img263/7169/wall16pk.jpg
feel free to beat me,it,the texture up or use the texture however you like just give the first guy some credit.

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