scratch wrote:I'm mostly interested in world textures but can also do some skinning; as i've already mentioned i'm modeling now and then when i need props for a map. It's mostly rather simple stuff though since my experience in modeling is limited and skinning takes alot more work, especially since i don't have a tablet to paint by hand (heh, and i'm not a skilled artist either). World textures are different, i know my way around and it's alot easier for me to create them. Let's just see what needs to be done, perhaps i'll be able to help out with skins (and models), too.
World textures are fine. The models can wait a bit longer.
I guess i'll just start with the office set, walls, floor, ceiling, doors, glass and some generic textures like wood, concrete and metal if that's ok.
The walls for the office some former coworker did already. It's some white wallpaper stuff. Those can be left alone. What has not been done yet are the textures for ceilings, floors, alternate wall textures and various other textures.
For the beginning it is important to get the office with the surroundings done. I'll put a small list of textures in need:
- office: ceiling ( should be covered with yours )
- office: floor ( carpet, currently a greenish color )
- office: bath room tiles ( white, square shaped with light gray slit cover material )
- office: door ( it's a model but the texture is more or less flat. wooden door, white, simple, with a metallic name plate at eye height, metallic handle )
- office: elevator ( walls, ceilings, floor, tell me if you want to do this so I can give a bit more infos )
- outside: grass ( not fine grass already with thicker leaves starting to grow wild )
- outside: road ( asphalt without cracks and some crack decals would be good to break it up in places )
- sewers: walls ( without and with humidity stains, again hit me for more details )
There are others but those are what the map elements are already using as placeholders.
Do you mind if i open a separate topic for my stuff?
No problem. Keeps things clean.
I'd build a small office map in Source (in case your engine isn't ready for that yet), texture it and post screenshots now and then so you can take a look at it and tell me if you like it. I'm not fond of posting the plain textures since they look alot different ingame, especially with normal and specular mapping applied.
The engine itself is ready enough but I can't give it out yet so using some other means for testing is a good idea. The map is already there so the textures can immediately be tested by plugging them in.
One more question, does your engine allow texture sizes like 256x512? Or do they have to be square? And how about decals?
In general the texture size is free. It's padded inside. Square textures are though best since no GPU memory is wasted. Decals exist currently only as stubs but you can do decals already since it won't take too long until the stubs are replaced with actual code.