Post Textures of any kind here.

pimpsta

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I just created a wad file for my map that I am working on. I can make wad files if you need me to. I have plenty textures of castles, temples, dungeons, houses, grass, or anything you need. I have most of them.
 

pimpsta

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I will post the map that I am working on right now and using the new textures
give me about 5 minutes.
 

PBarnum

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I had a wad file like that. A collection over the years. Its 151MB!
 

Crow

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YOU DONT GOT TIME TO MAKE A PROFILE
pimpsta said:

That doorway was... carved.



lolsf3.jpg
 

pimpsta

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I really don't like the look of that cat... it gives me creeps in the bone.
Whats wrong with a crave doorway? I had it before but took it off now due to errors. it works at first but after you start adding more in other areas, it will start effecting that door.
 

pimpsta

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Crow said:
www.thothie.com/public/MSCrow/allinone.wad

Is vury big.

Mucho textures.

double post,
this wad file does not work.
 

PBarnum

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Cylinder
1-3.jpg

Boxes
2-2.jpg

Vertex Manipulation
3-1.jpg

Delete Cylinder
4-1.jpg
 

pimpsta

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Thanks P|Barnum
that gave me a better idea!
 

Dridmar

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pimpsta said:
Thanks P|Barnum
that gave me a better idea!

Pimpsta, are you ready to try vertex manipulation? If you make a mistake with it, you can get tons of errors, so be careful.
 

pimpsta

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Dridje said:
Pimpsta, are you ready to try vertex manipulation? If you make a mistake with it, you can get tons of errors, so be careful.

map7.gif


Code:
** Executing...
** Command: Change Directory
** Parameters: C:\Program Files\Steam\steamapps\BLEEP\half-life


** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\BLEEP\half-life\msc\unhollow.map" "C:\Program Files\Steam\steamapps\BLEEP\half-life\msc\maps\unhollow.map"


** Executing...
** Command: C:\PROGRA~1\ZHLT\hlcsg.exe
** Parameters: "C:\Program Files\Steam\steamapps\BLEEP\half-life\msc\maps\unhollow"

hlcsg v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
-----  BEGIN  hlcsg -----
Command line: C:\PROGRA~1\ZHLT\hlcsg.exe "C:\Program Files\Steam\steamapps\BLEEP\half-life\msc\maps\unhollow"
Entering C:\Program Files\Steam\steamapps\BLEEP\half-life\msc\maps\unhollow.map

Current hlcsg Settings
Name                 |  Setting  |  Default
---------------------|-----------|-------------------------
threads               [       2 ] [  Varies ]
verbose               [     off ] [     off ]
log                   [      on ] [      on ]
developer             [       0 ] [       0 ]
chart                 [     off ] [     off ]
estimate              [     off ] [     off ]
max texture memory    [ 4194304 ] [ 4194304 ]
max lighting memory   [ 6291456 ] [ 6291456 ]
priority              [  Normal ] [  Normal ]

noclip                [     off ] [     off ]
null texture stripping[      on ] [      on ]
clipnode economy mode [      on ] [      on ]
clip hull type        [  legacy ] [  legacy ]
onlyents              [     off ] [     off ]
wadtextures           [      on ] [      on ]
skyclip               [      on ] [      on ]
hullfile              [    None ] [    None ]
nullfile              [    None ] [    None ]
min surface area      [   0.500 ] [   0.500 ]
brush union threshold [   0.000 ] [   0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...50%...60%...70%... (0.03 seconds)
SetModelCenters:
 (0.00 seconds)
CSGBrush:
10%...20%...50%...60%...70%... (0.09 seconds)

Using Wadfile: \program files\steam\steamapps\BLEEP\half-life\msc\mastersword.wad
 - Contains 1 used texture, 100.00 percent of map (244 textures in wad)
Using Wadfile: \program files\steam\steamapps\BLEEP\half-life\msc\ms_village.wad
 - Contains 0 used textures, 0.00 percent of map (45 textures in wad)

Texture usage is at 0.08 mb (of 4.00 mb MAX)
0.13 seconds elapsed

-----   END   hlcsg -----




** Executing...
** Command: C:\PROGRA~1\ZHLT\hlbsp.exe
** Parameters: "C:\Program Files\Steam\steamapps\BLEEP\half-life\msc\maps\unhollow"

hlbsp v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
-----  BEGIN  hlbsp -----
Command line: C:\PROGRA~1\ZHLT\hlbsp.exe "C:\Program Files\Steam\steamapps\BLEEP\half-life\msc\maps\unhollow"

Current hlbsp Settings
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       2 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [     off ] [     off ]
estimate            [     off ] [     off ]
max texture memory  [ 4194304 ] [ 4194304 ]
priority            [  Normal ] [  Normal ]

noclip              [     off ] [     off ]
nofill              [     off ] [     off ]
noopt               [     off ] [     off ]
null tex. stripping [      on ] [      on ]
notjunc             [     off ] [     off ]
subdivide size      [     240 ] [     240 ] (Min 64) (Max 512)
max node size       [    1024 ] [    1024 ] (Min 64) (Max 8192)


SolidBSP [hull 0] 106 (0.00 seconds)
BSP generation successful, writing portal file 'C:\Program Files\Steam\steamapps\BLEEP\half-life\msc\maps\unhollow.prt'
SolidBSP [hull 1] 90 (0.00 seconds)
SolidBSP [hull 2] 85 (0.00 seconds)
SolidBSP [hull 3] 102 (0.02 seconds)
0.08 seconds elapsed

-----   END   hlbsp -----
 

Thothie

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bad_pimpstah.gif

Meh, I smell carve here too... Not to mention monsters climbing at weird angles and players getting stuck on them.

Let us review our bible study, shall we?
gabe_moses said:
gabe_moses.jpg
• Thou shall not hollow anything, ever
• Thou shall not carve anything, ever
• Thou shall not use cylinders without aligning every vertex to the grid
• Thou shall not scale spikes, and thou shall make sure each vertex of a spike aligns to the grid
• Thou shall not overlap brushes
• Thou shall not scale or rotate complex nor oddly shaped objects nor rooms nor hallways
• Thou shall not build a box around your map to avoid leaks (nor for any other reason)
• Thou shalt always snap to grid
• Thou shalt always align to a large grid (x16+) when not drawing details
• Thou shalt follow the omni•present law of KISS

As for your actual question:
cutting_corners.gif
Despite some tutorials that recommend making angled wedges - this is the absolute optimal method when working with walls that meet at ninety-degree angles. Just vertex touch the corners, and it won't leak. If you overlap, the way hollow does, the game will still take time to render the faces that overlap, even though they aren't actually visible. The difference is minor, but it adds up - if you are seeing a huge FPS difference in individual rooms, however, something else is up, likely not in anyway related. (Such as, you are making leaks / invalid shapes when vetexing your rooms).

As for the actual topic: (these aren't all mine, just find them useful sometimes)
FX
!tele_1.gif
scroll_tele1.gif
scroll and liquid converted from a toggle texture
- additive -
dustlight.gif
dustlight2.gif
dc_ruins28.gif
dc_ruins29.gif

kata.gif


Rendermode Props
- pentagram props by moi -
pentagram1.gif

pentagram2.gif

{pentagram.gif

star1.gif

star2.gif

vs3marble_blue1.gif

vs3marble_blue2.gif


Useful AA/NULL textures (Maybe in one of the MSC wads)
aaa_1.gif
aaa_2.gif
aaa_3.gif
aaa_hurt.gif
aaa_multi.gif
aaa_once.gif
aaa_push.gif
null.gif

- I find the white striped NULL texture on the end useful, as the blue on black "N" is hard to spot edges on, or exposed fragments in dark maps

Brush model textures (good with fancy carve work)
antefix_front.gif
antefix_side.gif
skull_face1.gif
skull_jaw1.gif
skull_side1.gif

- last three in game (in case you do not recognize them) -
c2_itburns_clip.gif

Panels
element1.gif
element2.gif
element3.gif
element4.gif

kuro.gif
- Hidden on Calruin2

WW_Murderball - old map of mine (mostly my artwork)
drag_mantle.gif

- Neon Dragon sign, indicated where enemy dragon mount was kept

help_panel.gif

- Spectator Spawn help panel

logo_c.gif
logo_dr.gif
logo_snp.gif
logo_under.gif

- Spawn Teleporter indicators (four panels, color shifted in render)

neon_drag.gif

- Smaller, indoor, neon dragon available indicator

redhead_rescale.gif

- Back of the underworld goddess chamber castle nexus (originally 4, 512x512 textures, combined and scaled down here.)
 

pimpsta

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yes they were carved and cylinder was deleted.
 

Dridmar

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Crow said:
www.thothie.com/public/MSCrow/allinone.wad

Is vury big.

Mucho textures.

Do you use this .wad Crow?
 

Thothie

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pimpsta said:
yes they were carved and cylinder was deleted.

...and you do realize that is BAD, and not what Barnum was trying to get you to do.
 

pimpsta

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Thothie said:
pimpsta said:
yes they were carved and cylinder was deleted.

...and you do realize that is BAD, and not what Barnum was trying to get you to do.

-head bang on the wall-
alright... I am going to make a one big square map and spam 500 monsters on it at once... :p
 

pimpsta

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thanks for the link. I read it and bookmark it.
 

Thothie

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that even thothie must go to
Tis linked in the custom content mapping tutorial sticky. ;)
 
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