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So I combined all of Nobiax's cc0 patterns into a 2gb zip...

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...and uploaded them for your convenience. I was tired of having to browse each released pack separately to find a texture I liked. If you've been on opengameart at all you probably know who Nobiax is, if not here's a few previews:






These are all quality textures with separate diffuse, normals, and specular, and sometimes some others such as emission.
Pack is 2gb in size. Includes 309 textures, 1300 individual files.
All files converted to .png for ease of use. All original data including alpha channels has been preserved. I also reorganized all files into one folder and renamed based upon pattern number. Previews have been renamed to appear first when sorting by name.

All content is licensed under Public Domain (cc0).

Github: https://github.com/The-Yak/NobiaxTexturePack

Mirror1: https://mega.co.nz/#!7N0wlaBK!u-8vrCP-vDEOk_y2yLHEYH8j91vAMuzB0yHXAOnoXRM

Mirror2: https://drive.google.com/file/d/0B25BbZxm93S9VGJoSEI4SlVIczA/view?usp=sharing

25 Pattern Update: https://drive.google.com/open?id=0B25v1rHzcFhCSmFQbUlaSWZaS2c

Trying to get this up on springfiles but upload always gives an http 0 error partway through. FTP didn't work either. See this thread: https://springrts.com/phpbb/viewtopic.php?f=1&t=33491

Let me know if there's any interest in assembling more public domain texture packs.
+12 / -0


4 years ago
Holy shit! This is awesome, thanks CArankTheMooseIsLoose.

Now all we need (assuming this isn't the case already) is for the in-engine map editor to keep all the maps of a texture in sync when painting.
+0 / -0
4 years ago
Stop being so awesome Yak. I forbid you!
+0 / -0

4 years ago
neat.

but mega asks for decypt key.
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4 years ago
Works for me even on my phone logged out, you are using the whole link? Decrypt key is contained in the last part.
+0 / -0

4 years ago
For the record, it also asks me for a key.

Does this have to do with accessing it from Germany?
+0 / -0

4 years ago
CArankAdminShadowfury333
"all the maps of a texture in sync" - what do you mean by "all maps"?
+0 / -0

4 years ago
Most likely diffuse, normal, specular, and emission maps.
+0 / -0


4 years ago
I added a google drive mirror provided by Forboding_Angel to OP. Use that if mega doesn't work.
+1 / -0
PLrankAdminSprung is right. Each texture should, when painted, paint the diffuse, specular, normal, etc. maps to their respective SMT or SSMF images in the same spot. Basically, it should treat it as a tiled material.
+0 / -0


4 years ago
With engine modifications, that could be possible.
+0 / -0

4 years ago
What Anarchid said.
You can expect these things to happen gradually in the coming months.
+0 / -0
Will specular even work properly? It is done differently in Spring than in other engines I believe :\

Some of the more interesting ones sorted by content that could me useful for mapping:
grass: 97, 98, 99, 91, 104, 163, 168
rock face: 69-80, 284
leaves: 88, 89, 92
gravel: 105, 106
ground: 101, 108, 278, 280, 297
cracked ground: 113, 267, 279, 281, 283
concrete: 181, 182
lava: 81
snow: 86
bio mass: 83

hope this helps a bit

Can we have a link to the source btw?
+0 / -0

4 years ago
It will look spectacular!
+0 / -0

4 years ago
quote:
Will specular even work properly?

How is it different? Can it be transformed automatically?
+0 / -0
quote:
Can we have a link to the source btw?


See readme in the zip.
+0 / -0


4 years ago
quote:
Will specular even work properly?

I don't see why not. Just make it draw the specular map to the specular SSMF image, the normal map to the normal SSMF image, and so forth simultaneously based on the paintbrush position. Even if the resolutions of those images differ it's fine, so long as the dimensions are normalized (0..1 x 0..1).
+0 / -0

4 years ago
CArankAdminShadowfury333
That's technically trivial, especially since specular and normal maps are single OpenGL textures. The only "hard" part is writing engine code that allows overriding the original textures with Lua-based ones much like it's done in the case of diffuse. I made some progress there, but kinda had to put it on hold due to LD and other priorities. It really just requires understanding the current engine code.

The question is if Spring's specular is in a different format which is what Orf is suggesting.
+0 / -0


4 years ago
Spring just takes a .png or .dds (maybe also .tga) file as defined in mapinfo.lua and uses that, same for normals, reflections, detail placement, etc. As long as that file is known to the engine map editor, it should be fairly easy to paint it.
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quote:
in-engine map editor to keep all the maps of a texture in sync when painting

Spring uses textures OpenGL internally, and only editing textures makes sense due to performance/implementation reasons.
It would be extremely inefficient to load images, modify them, save them as images and inform the engine to reload them again each time you paint stuff. Not to mention that it would require a considerable amount of extra code to be implemented.

The whole point of the in-game editor is that all changes should be immediately visible, which means that there's a need to implement functions for overriding specular/normal/emission/detail maps, like it's done for diffuse with Spring.SetMapSquareTexture here: https://springrts.com/wiki/Lua_UnsyncedCtrl#Rendering . If this is done, any changes to those textures made by editors will immediately be visible ingame.
The major implementation difference being that diffuse uses multiple square textures, whether the other maps are represented as single opengl textures, but that just makes it easier.
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