textures Created 18 years ago2006-01-25 02:38:00 UTC by kraken kraken

Created 18 years ago2006-01-25 02:38:00 UTC by kraken kraken

Posted 18 years ago2006-01-25 02:38:00 UTC Post #159437
Hi guys, i know this may sound a little noobish to you guys maybe but i am making a map currently and i am having texture problems, but not like hammer texturing problems. The thing is i cant get the correct textures for my map, and when i ask people how to make them they just say photoshop. I am interested in making my own textures so could some body help me out. i really dont know anything, accept how to turna bmp into wad. Do you need a digital camera to make textures from scratch. i am gladly accepting any suggestions :glad:
Posted 18 years ago2006-01-25 03:12:43 UTC Post #159440
Start here.

If you find a map with textures you really like, and would like to reproduce something similar for your own, PM the author and ask questions. Everyone's pretty nice about that sort of thing here.
Posted 18 years ago2006-01-25 03:12:45 UTC Post #159441
EDIT: Too slow :(
Posted 18 years ago2006-01-25 03:20:55 UTC Post #159443
Mwhahahahah! This is what we call in America, "cock blocked" :)
Posted 18 years ago2006-01-25 03:38:56 UTC Post #159444
That term died long ago >_<, but I guess.. in Texas anyway.
TheGrimReafer TheGrimReaferADMININATOR
Posted 18 years ago2006-01-25 04:58:58 UTC Post #159451
Posted 18 years ago2006-01-25 05:23:46 UTC Post #159452
There is another good program out there, the freeware version works fine it is called texturemaker and has a feature called text tract.

say you have a picture load it into the textract option, and then circle piece you want to turn into texture say a piece of fabric on a guys arm or the brick on the side of a building. You then have options to sharpen and flatten and then you can make tiled. Its a good option to have and helps!!!
check it out on google enter the phrase texture maker a link should come out
Posted 18 years ago2006-01-25 05:26:18 UTC Post #159453
you need photoshop, wally and hopefully some decent ski11z...

Make your texture in photoshop, at something like 500 x 500, then scale it down to a divisible of 16 (start big to make it better quality)

Copy it all, paste in a new .wad in wally and hey presto, you have a new texture.
repeat process.

(the texture browser in hammer shows you dimensions of walls etc, copy those dimensions when you scale your image down)
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-01-25 06:35:51 UTC Post #159454
i have a small problem now though. i have a digital camera and i find that i ?
thanks for help
Posted 18 years ago2006-01-25 07:05:25 UTC Post #159455
scrwed that up sorry i ment that with my digital camera i am finding that light is making it look tiled, can this be sorted with photo shop
Posted 18 years ago2006-01-25 07:47:42 UTC Post #159464
Hey man, I'm just starting off with making textures myself, so perhaps I could help coming from a novice perspective too. Although I've had alot of practise in different microsoft and macromedia products, unfortunately for me I never really got in to adobe (photoshop) until I really needed it, like now lol.
Firstly alot depends on what you're trying to do e.g. what game you're making this for (size limits) and what kind of textures you're making (simple/hard). Do you even have photoshop? Cause you don't really have to use ps if you have a program you're more comfortable with, which can save in the format you need for conversion. Give us more info and we'll take it from there :)
Posted 18 years ago2006-01-25 08:51:19 UTC Post #159467
start big to make it better quality
Nonsense. There's no such thing as 'sub-pixel detail'. Working in higher resolutions may be easier if you're going to use it later on on that resolution, but it doesn't add any more detail to the final version. Actually, it's more likely small details will get lost, leaving you with a less-than-desired result.

Wally allows you to drag and drop files into it (rather, into the .wad's field within Wally, so to say) and it will automatically convert these files to 8bits with as little quality-loss as possible.

Anyway, creating good textures is a long process that may take quite some time to get a hold on. Photographs are no magical texture-makers, sometimes creating ones from scratch gives a better result (though 'better' really depends on the style you're going for, hand-made ones are often more cartoony, which isn't a bad thing if you're going for that). If you are going to use photographs as a base, you'll often still need to rework them quite some. Try taking pictures without large lighting differences on the surfaces to make your job easier.

Whatever approach you're going for, use other pictures as reference. It often helps a lot. It's also a good idea to test your textures in the situations they will be used (think about lighting, especially the light color as this affects the outcome of a texture quite radically sometimes).

As for tools, Photoshop seems to be a good choice for most, but as sm0k3y said, if you're familiar with other tools it may be better to keep using them. For example, I use a combination of Paint, IPhoto Plus, Paint Shop Pro and some other tools since that's what I'm familiar with and each program is usefull in a different stage of the process.
Posted 18 years ago2006-01-25 09:17:12 UTC Post #159468
i think that this is probably the best idea, but not the easiest. Using a camera but not trying to convert it to a wad, instead using it as a reference. and using a picture editing program (photoshop for me). i just didnt know amazing detail could be acheived from scratch untill i saw this, http://www.tutorio.com/tutorial/photoshop-wood-texture
(thanks to zombieloffe)
I am doing this for CS and the textures vary greatly from simple to hard, simple being a plain coloured plaster wall, hard being corrigated iron roof and weather boards.
thanks cpt p for advise
Posted 18 years ago2006-02-23 14:08:45 UTC Post #164652
ahem, thread bumped a bit, dont you think?
Archie ArchieGoodbye Moonmen
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