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Posted by metlslime on 2002/12/23 18:27:46 |
This is the place to post screenshots of your upcoming masterpiece and get criticism, or just have people implore you to finish it. You should also use this thread to post beta versions of your maps.
Need a place to host your screenshots? Upload them here:
http://www.quaketastic.com/
Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff
File size limit is 128MB. |
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#11478 posted by Hipshot on 2014/08/16 15:29:34
Me and my friend [url=http://store.steampowered.com/app/239070/]released a a pixel art game last autumn[/url], where I made almost all art, I've also considered making some q1 textures with the q1-palette.
I'm always looking for talent, do you have some home page or portfolio?
#11479 posted by ptoing on 2014/08/16 15:34:35
You can go to http://ptoing.net which links to my slightly outdated art blog and pixeljoint gallery. That should give you an idea of my skillset. ATM I am mainly focusing on getting better at 3D in my freetime.
 Hipshot,
you made Hammerwatch?! I freaking love that game, me and my friend played the co-op for hours when it first came out!
Ptoing, your stuff reminds me of old school bitmap brothers -
https://www.tumblr.com/search/bitmap+brothers
#11481 posted by ptoing on 2014/08/16 16:48:17
Thanks, the Amiga OCS stuff by Dan Malone is certainly an influence.
 Ptoing
seriously though, I hope you do make a full set in this style, would be amazing.
#11483 posted by ptoing on 2014/08/16 17:22:17
I plan to. It will probably take a while because of work related stuff. Work first and all that. But I am pretty fast once I got going, and once I got some decent base textures for metal and rock and all that those kinda things should be fairly fast as well. But yeah, plan is to make a full set or sets. Base, Metal, Rock, Weird shit.
Yep, yep.
 Omg Bitmap Brothers...
#11484 posted by anonymous user on 2014/08/16 17:26:18
I loved xenon 2
 I Really Need To Start Signing In...
#11485 posted by necros on 2014/08/16 17:28:35
Ptoing, your style reminds me a bit of heretic. I like the orange, not many textures like that.
#11486 posted by ptoing on 2014/08/16 17:48:12
Thanks. The colour I used is not indicative of the colours in the final textures, just one of the 16 colour ramps to get a good base. But I want to make textures with colour variants which are not that common in the original Quake set.
I still have to experiment and get a feel for the colours and which ones work well together.
 Ooooh
#11487 posted by DaZ on 2014/08/16 17:53:52
Looking forward to seeing more of this!
 Bitmap Brothers
#11488 posted by Cocerello on 2014/08/16 18:26:36
I always wanted to play Gods, and spent hours trying to guess how it would be in reality, based on some full color double DIN A-3 pages in a magazine, that had all the levels in the game on those pages, as a guide to complete it.
Xenon 2 is also a game i miss a lot. I always loved the feature about buying weapons, upgrades and bomb-like equipment, like the one where you get enough weapons to fill the bottom of the screen for a few seconds.
Unfortunately, those are the only games i know done by them.
Looking forward to you work, Ptoing. If you do it quickly enough, it could be the next map jam theme ;)
#11489 posted by ptoing on 2014/08/16 18:37:11
Doubt it will be ready for the next map jam, but yeah, would be cool if it was used for a jam when it's done. Would love to see what you guys can do with it.
#11490 posted by Spiney on 2014/08/16 20:58:03
Oh hey ptoing, remember you from Apedogs and Unit16 when I used to lurk there a couple of years back. I have no doubts those textures are going to go out like hotcakes :]
#11491 posted by ptoing on 2014/08/16 21:00:12
Hah, small world.
#11492 posted by ptoing on 2014/08/17 04:26:46
Some more stuff. Maybe I should make an own thread for this? And yes, I plan on doing colour variants of probably most of the textures. Or at least for the ones where it makes sense.
https://dl.dropboxusercontent.com/u/15588722/post/func_msg/runicanimals.png
#11493 posted by necros on 2014/08/17 17:49:10
the top row looks the best. like bronze or something... would be cool if there was some teal/green in there like the id *cop* textures.
#11494 posted by ptoing on 2014/08/17 18:35:30
Yeah, teal/green could be nice. So far I am very much still in an experimental phase, seeing which colours work together well. Top row looking best I would say is highly subjective, thought I quite like it myself.
I think that it will heavily depend on the surrounding textures used and as such I will have variants of almost all textures in my pack. a) because it's easy and b) mappers will have a lot more variety to choose from to give accents to their maps or use it for stuff like secrets, hints and the like.
Oh btw, I have not tried this yet, but I take it max amount of animations for a texture is 10? +0 to +9?
#11495 posted by Spirit on 2014/08/17 20:01:21
Are those too small? I would have expected twice the size (or maybe map editors always scale up textures?)
#11496 posted by ptoing on 2014/08/17 20:24:36
Those rune animal ones are 32x32, which is the size of the red rune textures in quake for example. I will probably make combinations of different ones as well, and have them as single ones too.
Most textures in Quake are 64x64 actually, I will probably go more towards 128x128 for walls since that will allow for more variation on bricks and such. And it's not too much more work.
But yeah, I think I will make a new thread for this and post my updates there. Don't wanna clog up this thread.
 This Is A WIP Thread
so if it it's WIP then it's the right place to post. It will be nice to see a new texture set... shame it's not purple (we're dying for a purple set here!)
 Func Threads Are More For Large Discussions
#11498 posted by Lunaran on 2014/08/17 22:29:13
ie flamewars
 Damn Straight
#11499 posted by SleepwalkR on 2014/08/17 22:33:50
#11500 posted by ptoing on 2014/08/17 23:05:16
Fifth: There will be purple variants. VARIANTS OF EVERYTHING! I reckon that I will have over 1000 textures when this is done. Because variants are quick. Like make a brick texture. Make a banged up variant, make an even more banged up variant. That is 3 textures.
And then 5 or 6 colour variants of each of those and potentially mixes where you combine 2 or 3 coloured bricks into one texture for more funky kinda layouts, which would already be 15-20 textures from one basic brick texture alone.
And again, yes, purple will be available, I promise :)
 So I Was Wondering
#11501 posted by ptoing on 2014/08/18 00:21:50
Just made a 128x128 brick texture and then made 9 really quick brightness variants. This is really easy to do and surface colour vs lighting in the level is something to take into account.
https://dl.dropboxusercontent.com/u/15588722/post/func_msg/brickgradient.png
But I was wondering if this would be a bit overkill. Because once I do other colours (not every ramp is as stretchable as the browns) and stuff like mossy variants and so on it will quickly go to 100 variants for this single texture alone.
This also makes me wonder how to best organise the wad file. It is probably best to break it up into several wads. Question is how exactly. Theme makes sense. Base, Metal, Medieval, Runic and so on. But the question is whether to break it up into colour sub wads or what. Suggestions are welcome.
 Ptoing...
are you a god damn wizard. How did you make a 21 colour texture look 24 bit? Like seriously?
Also, careful with the last 2 lines of the quake palette, if you didn't already know the last 2 lines are reserved for full brights. (just checked and I'm sure you've avoided this problem anyway but still)
As for texture organisation, just make sure you name the textures well. Like wall1, wall2, wall3, trim1, trim2, trim3, light1, light2, light3 etc etc.
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