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Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Shinjanji
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Post by Shinjanji »

@chaoscentral: Nifty.
Finalizer
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Post by Finalizer »

chaoscentral wrote:sure... theres alot of different grass and dirt. I have snow and sand as well...

EDIT: Here are all the nature based textures, include grass, mud, dirt, rock, sand, ice and water. All in 512x512 PNGs except the water which is 256x256.

Also note that the water is gray, and you will need to apply your own color through your own image editor. This is how I created that water texture.

Enjoy http://files.filefront.com/GZDoom_Natur ... einfo.html
Hey, you know you wanna rip all of the city-based textures for me... :D
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Cyrez
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Post by Cyrez »

Finalizer wrote:Hey, you know you wanna rip all of the city-based textures for me... :D
just FYI all the city textures come to 145 mb compressed :wink:
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chaoscentral
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Post by chaoscentral »

yea... so.... I'll still probably do it... lol
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Paul
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Post by Paul »

Gimme gimme, I need inspiration for my textures ;)
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Cutmanmike
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Post by Cutmanmike »

Cyrez wrote:
Finalizer wrote:Hey, you know you wanna rip all of the city-based textures for me... :D
just FYI all the city textures come to 145 mb compressed :wink:
Gross! Torrents anyone?
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chaoscentral
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Post by chaoscentral »

I was thinking FileFront... Seeing as thats where the other textures are
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BlazingPhoenix
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Post by BlazingPhoenix »

Cyrez's screenshots are total win, those two models are ownage.
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Cutmanmike
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Post by Cutmanmike »

I'd like to see close up shots of the ships though.
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Paul
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Post by Paul »

Cyrez-did you paint those skins yourself (for the ships) or are they rips from somewhere? Either ways they look very nice with the depth (painted lighting). Considering there's no proper model illumination via dynamic lighting in Gzdoom yet these look awesome.
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Nash
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Post by Nash »

Yeah, when I first looked at the shots, I thought they looked like the surfaces were lit, like as if GZDoom supported vertex lighting... cool stuff, man.
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Cyrez
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Post by Cyrez »

yes there self painted, basicly i have to place the model in the map where i want it with just a blank texture. then figure out where the light will come from. then load the model back up in max and add the lightsource. finaly trial and error to get the shading right. all in all a real pain in the but, lol
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Nash
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Post by Nash »

I wish I have max. I want the texture baking features. =p
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Nash
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Post by Nash »

http://www.awingsoft.com/LightMapMaker/ ... pmaker.htm

Freeware lightmap generator. I'm lovin' it. ;)
Hell_Best
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Post by Hell_Best »

how can i set that water in a wad and make in work as water?
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