the de_raid project textures Created 18 years ago2005-12-12 12:25:14 UTC by J.C J.C

Created 18 years ago2005-12-12 12:25:14 UTC by J.C J.C

Posted 18 years ago2005-12-12 12:25:14 UTC Post #151894
http://www.de-raid.net/mapping.html

User posted image


User posted image


User posted image


most of them aren't new for the guys who are watching the project for a while : I announced the original sets monthes ago, and the final set mainly contains HL2 textures, but I announce them again because the urls had changed, and because there are some new textures too.

This announcement is just dedicated to people for are looking for new textures for Hammer 3.5, please note I totally don't care about anything you could think about them (if you like them, use them, else ... else plz just stfu I strictly don't care), and that I won't make new ones, so all possible request will just be ignored sorry (I am sick of HL and CS).

If you like these textures, you are free to use them, as long as you give credits and don't use them for crappy aim/ka/fy/he/whatever non-CS related map styles ...
Posted 18 years ago2005-12-12 15:38:37 UTC Post #151939
So whats the problem? :
Posted 18 years ago2005-12-12 18:42:04 UTC Post #151953
Nice J.C :)

Elon, this is the HL design Discussion forum.
Posted 18 years ago2005-12-12 18:55:06 UTC Post #151955
So whats the problem?
The problem is that I worked a lot of times on these textures (the first pack), and they aren't finally used (the texturers didn't like them), then I am frustrated and would like to not have done them for nothing at all, so I "offer" them to the community, with the hope somebody skilled enough could be able to use them for a decent map : ...
Posted 18 years ago2005-12-12 19:55:48 UTC Post #151964
If the texturers didn't like them, then that may happen in the future again. Might be good to find out what they didn't like, and how to change that.
Personally, I think these look too photograph-like with too strong light-sources used on them - lighting should be more or less equal in textures as lighting is done in the map itself. This lighting also makes a lot of them non-seamless.

I've spend some time creating textures as well (mainly from scratch using photographs as references) and it costs a lot of time to get at a certain quality level, so I believe feedback is essential as well as looking at other good artists and such.

Anyway, I don't believe your efforts are wasted on this - you've learned something from this, right? I've spend years experimenting with only 2 released maps, but it does pay off.

Good luck on future endeavors, bytheway. :)
Posted 18 years ago2005-12-13 13:00:14 UTC Post #152034
ginsengavenger (the guy who did cs_industrywest) told me exactly the same thing on the "official" counter-strike mapping forum :

http://www.forumplanet.com/counterstrike/topic.asp?fid=4965&tid=1798333

and I will reply to you exactly the same thing : :)
I tried to add more details in HL (CS 1.6) maps as we used to see, so I first tried to add more wpolys, which was of course a stupid idea as you might picture, then I decided later to add the details into the polys themselves, but the problem that way is that as the textures already got their own pre-lighting, they became way harder to use, because of the need to make them fit with the general room lightings : I wanted to make a map with a "doom3-bump-mapping look", but the problem that way is that I had to design almost one texture for each face, which meant too much work for me, so I tried to make "generic bump-mapping-like" textures, with the results you see now. :|

The mappers didn't like them mainly because of the quakish style : they used some photographs textures for the outside background, and these original ones weren't fitting with the real ones : ...

but, yes, I learned, I learned that I hate mapping (to assign textures on faces, to align them etc), but that I love make textures. Strange, but this is actually my artist feeling :) ...
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