Josh Posted November 20, 2016 Share Posted November 20, 2016 I started a new grid image for dev textures. This one uses alternating colored blocks instead of lines. The reason for this is that lines do not line up exactly against edges of CSG objects, since they are one pixel thick. The idea is for the larger grid to have more contrast, and for the contrast to get lighter and lighter as the grid gets smaller. This will allow you to easily line up edges of large objects quickly and small objects when needed. When finished, the smallest grid will cover the entire area, but I didn't finish it yet. Feel free to play with this. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
reepblue Posted November 20, 2016 Share Posted November 20, 2016 I like the idea, worried on how you'll use colors tho. Also kind of reminds me of the texture I made a while back. It was mostly gray scale, and I had it's layers exported to test many shader effects. Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
Josh Posted November 20, 2016 Author Share Posted November 20, 2016 Ah cool. Here are some colored versions you can try. devgrid.zip 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
reepblue Posted November 20, 2016 Share Posted November 20, 2016 Cool, I'll give them a go. you want the dev textures to have a normal and spec map, or you want it just to use the diffuse shader for simplicity reasons? I already have the normal/spec maps when I made the original texture. Actually, nevermind, they look gross with the extra maps. Just using the diffuse is overall a better option. Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
Josh Posted November 20, 2016 Author Share Posted November 20, 2016 You know, this is not super urgent, and it would make the maps look different from the tutorial videos. Maybe this is something I will use in Leadwerks 5. But feel free to experiment. My gut says normal / spec would look cool but interfere with aligning geometry. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
reepblue Posted November 20, 2016 Share Posted November 20, 2016 I'll use these instead of the default ones from now on and get back to you on this. I think they look better than the Source-like dev textures, and more useful overall. When I first started using hammer, I actually used Portal's tile textures as a visual indicator of how big to make the rooms and such, and these textures kind of were made because of those times. Yeah, the normal map made it look bad, it looks way better flat anyway. Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
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