Textures...

Discuss specific custom maps as well as your own work. Seek and share mapping advice.
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Wintermute
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Textures...

Post by Wintermute »

A couple of questions regarding textures:

1) Anyone know of any good sites for getting decent texture packs ?
Most of the ones I know are either full of crappy Quake deathmatch texture packs, or have super-realistic ones that need a lot of work to make them tile-able (like this).
I'd particularly like some sea/cliff and/or wood textures).
:shrug:

2) When using custom textures, what's the general rule-of-thumb re: wadinclude or distributing the wad file ?
i.e. How many custom textures do you need before it becomes uneconomical to wadinclude them ? (I guess thats the determining factor)
How many custom textures (and of what size) are economical to use with either method ?
(assuming you stick to your custom textures and the standard 3 or 4 CS/HL/ZHLT WAD files).

3) Anyone still reading this ?




Reason for asking...
Sput's as_officestorm2 news has kinda jolted me out of playing with terrain generators and different map ideas and try actually complete another map.
However this map will break all rules to known to man re: map-making and is likely to include large-ish outdoor areas, custom textures and some fairly complex polygons.
...and it's an as_ map as well (a style I love, but kinda scared of making).

So don't expect anything much.
...or soon ;)
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Thaedius
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Re: Textures...

Post by Thaedius »

Wintermute wrote:3) Anyone still reading this ?

ZZZZZZzzzzzzzZZZZZZZZZzzzzzzzZZZZZZZzzzzz(yawn)..... Oh i'm sorry what where you saying?

:p
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Post by Bullet »

i may have a few good cliff ones somewhere, think sput used the same ones in tain2....i found em on google images by searching for rock and stuff like that

u can extract em from other maps 2

some nice rock ones in cs_shogun_final, some nice ground ones in de_predator, es_trinity has some good wood ones

as for wads....i use wadinclude when i have extra textures (on the 1 or 2 crappy maps ive mad), cos it saves having to include and extra file....i also find its smaller file size than having map and wad...and theres less texture loading errors
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Post by Wintermute »

Cheers m8, I'll check out those map wads :thumbs:
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Post by PeaceBreaker »

i thought wadinclude made your map really laggy if you use too many custom
:shrug:
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Post by Sputnik »

Wintermute wrote:3) Anyone still reading this ?
Yep, because you use real words, in real sentences, with punctuation, and that helps a lot! :D
Bullet wrote:u can extract em from other maps 2
Don't do that, map makers don't like having their maps decompiled, and they definitely don't like having their textures stolen! Unless they distribute them in a wad, of course.
PeaceBreaker wrote:i thought wadinclude made your map really laggy if you use too many custom
Nope :) Too much texture memory usage makes maps laggy wherever they're held.
Wintermute wrote:2) When using custom textures, what's the general rule-of-thumb re: wadinclude or distributing the wad file ?
i.e. How many custom textures do you need before it becomes uneconomical to wadinclude them ? (I guess thats the determining factor)
How many custom textures (and of what size) are economical to use with either method ?
(assuming you stick to your custom textures and the standard 3 or 4 CS/HL/ZHLT WAD files).
Do whichever you prefer, but if I were you I'd definitely wadinclude them. Fewer files makes things simpler and it makes no real difference where they're held (as far as I know), and the overall package filesize won't change one bit. Plus if they're not your textures, you shouldn't distribute them :) And if they were I'd rather keep them to myself or anyone who specifically asks for them ;)

The number of wad files that you wadinclude makes no difference to anything, although using more than eight does throw up a ZHLT error, but I've never noticed any problems. What does matter is the size of these wad files. Now I'm not 100% sure on what I'm saying, but based on lots of painstaking fiddling about trying to fix problems with de_blockwar (blimey, that was a long time ago...) there is a hardcoded limit to the number of kb of wad files you can let ZHLT wadinclude, separate from the kb limit that I'll mention in a second. And interestingly it doesn't matter if some of the textures in the wad are unused - I don't understand why though, it's just what I remember discovering (so I might be wrong :D). Anyway...

The compile log will say, in the CSG section, something like "Texture usage is at 2.28 mb (of 4.00 mb MAX)". That's the important limit, as it's directly proportional to the lag players'll experience. It includes every texture, wadincluded or otherwise, that's in use, but NOT every texture in every wad file that's referenced to. 4mb is the safe limit, although if you really need to go over slightly you can use -texdata xxx in the CSG line to alter the default of 4194304. But try to keep it as low as possible. The above 2.28mb is Officestorm 2 at the moment, and it'll certainly get higher but not much, especially since I'll be using model textures as well, which aren't measured here.

I really wouldn't use a texture over 256x256 in size, and use the smallest size you can (you might like to edit the ones you use to make them more suitable to your map, e.g. cutting a 256x256 texture down to 128x128 if it's not seen much and quality doesn't matter so much). Also try to stick to powers of 2 rather than having wierd and wonderful sizes - Wally accepts anything in multiples of 16, but when they're rendered in game the resolution is actually dropped down to the nearest power of 2, meaning a 192x192 texture will look no better than a 128x128 one! Although it can be useful to use strange sizes for r_speed limitation reasons (but I personally don't bother). And make sure they're in 8 bit colour too.

It's amazing how much of the above I didn't know until before de_tain2 :o I was shocked to realise that de_slit was so much more laggy than it needed to be, because I was daft with texture sizes, so wanted to make at least one map properly :D

What I'd do is use Wally to browse the wads and copy the ones you want to use into your own wad file, which you then -wadinclude. This keeps things nice and tidy, and ZHLT doesn't mind where the textures are held, it only looks at their name rather than the wad of origin.


A few places you might like to try if you haven't already:

http://countermap.counter-strike.net/Te ... xtures.php
http://www.planethalflife.com/wadfather/
http://www.planethalflife.com/crinity/textmain.htm
http://blaz.cscentral.com/

A few raw textures:
http://homepage.mac.com/nealemvf/PhotoAlbum5.html
Also search for sites like this, there are loads.

And check the CS forums mapping forum for people releasing wads (horrible place, but it serves a purpose now and again!)
http://www.forumplanet.com/counterstrik ... p?fid=4965

And of course check the custom maps you have - if the wad's separate than you're probably alright using it as long as it's properly credited.

Wintermute wrote:Reason for asking...
Sput's as_officestorm2 news has kinda jolted me out of playing with terrain generators and different map ideas and try actually complete another map.
However this map will break all rules to known to man re: map-making and is likely to include large-ish outdoor areas, custom textures and some fairly complex polygons.
...and it's an as_ map as well (a style I love, but kinda scared of making).

So don't expect anything much.
...or soon ;)
Fantastic :D Keep us updated :)

I'm happy to say more on anything if it's any help :)
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Post by Wintermute »

Sputnik wrote:lots of interesting stuff
I think that covers it :D
Cheers for response, that's exactly what I needed to know.
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Post by KillJoy »

WOW....
sput really is the lord of map-making!!!

i'm still working out how to make doors pivot on a 90deg angle!!
and im looking for a decent ladder... atm im just using a wall!!!

but i have a fantastic idea for a map and i have been working on it a bit, so you can expect a full version in.... say... 2013 ?!?!?! :lol:

as for textures, if any of you have any .wad files that you are willing to share it would be appreciated.

cheers
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Post by Bullet »

Sputnik wrote:
Bullet wrote:u can extract em from other maps 2
Don't do that, map makers don't like having their maps decompiled, and they definitely don't like having their textures stolen! Unless they distribute them in a wad, of course.
ahhh, quark can open bsp files without decompiling them :) , it can also open .pak files, sprites models the lot....(altho i aint figured out the sprite/model part of it properly yet...), can make zip files, wad files, pak files......its 1 big map making tool :D

so i can jst open the bsp and scroll down to the texture list and pick what i need ;) :watch:

altho jst dloaded quark 6.4 beta the other day......theyve added about 300 new buttons and im so confused :eek: :nuts:
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