Need really good "realistic" clean textures.

kai

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By all means, dump sites here, as many as you can to very good texture sites, .rars, .zips, or anything else with GOOD quality textures.

I really like the textures Rickler used for his maps, if it'd be possible at all for any of you to give me links to good texture sites, it'd be very appreciated. :mrgreen:

* Preferably sharp clean, realistic textures would be appreciated, but any site with lots of textures will be fine (or any for that matter.)
 

Thothie

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I know lots of sites with textures, but few that have textures good for the Half-Life1 engine. "sharp clean, realistic" textures tend to look quite the opposite, when tiled onto dynamically lit polies that lack HDR and proper mipmaps. (Although even engines with those features seem to have their own temperments.)

All of the textures Rickler has used in his maps can be found here - however, there are few, if any, that are not included in Crow's HUGE AllInOne.wad, which can be found yonder:
http://www.filefront.com/14146599/allinone.wad.rar/

Note that Hammer will crash if you load too many textures into it at once, so if you use AllInOne.wad, it should likely be the only wad you have loaded (or one of very few). Also be aware that you will need to compile your BSP in such a way that the textures from AllinOne.wad are integrated (either via -wadinclude or -nowadtextures), as we've no intention of inflating the installer by another 150MB for the insanely oversized wad.
 

Thothie

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PS. To add textures you find to your own wads, use Wally.

Under View->Options, make sure "File Associations" include "Quake1 Package (.wad)" (and, preferably, nothing else).

If making a wad from scratch, via File->New, be sure to select "Half-Life Package (wad3)(.wad)" from the drop down dialogue.

Once you have a wad open, you can simply drag and drop BMP files into Wally. (Wally can import a few other file types, but it seems to handle 8-bit BMP's the best.)

If you don't have Photoshop, and/or need a free program that can convert even more file types, grab Irfanview. You can use this to convert nearly any file type to BMP (or any other file type).

If using a texture with more than 256 8-bit color, it is best to reduce the number of colors before importing, as while Wally can dither, it tends to do a bad job of it. You can do this in Irfanview via Image->Decrease Color Depth, or Photoshop via Image->Mode->Indexed Color. (In the case of Photoshop, be sure to use all 256 colors, and use a local palette.)

Textures have a size limit, in addition to a ratio limit. A texture's dimensions must be evenly divisible by 16. So, 256x256, 128x256, 256x128, 256x64 are all valid texture sizes, but 256x24 is not. You can resize images via Irfanview with "Image->Resize/Resample", and Photoshop via "Image->Image Size...". Lanczos or "Bicubic Sharper" is generally the preferred resizing method.

Textures larger than 256x256 can cause issues, although 512x512 textures generally behave within reason, provided the geometry they cover is well constructed - however, they also eat up texture memory much faster than their only double larger size suggests they should. Maps with a lot of large custom textures will inevitably require the -texdata compile parameter to be increased above 4000 (but hopefully never over 9000, for that would just be unthinkable).
 
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