Upload an addon Report abuse Hammer Style Development Textures for UE3
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Nov 9th, 2008
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The latest update to this pack now features six new Static Meshes to assist with the layout of your level. UE3 does not handle textures like Hammer does at all! Everything will Scale themselves by default to the same size, no matter how low or high rez the texture, so i've come up with a small list to help get the scales proper to the units in U-Ed. Texture Scale 256.256 .5 128.128 1 64.64 2 32.32 4 I personally prefer Planar or Face modes. Email me or post a comment if you have any suggestions as what i should add to this pack!

I've been given the assignment of creating a level for my level design class, and the template has to be done rather quickly. We're working in UE3, and I really missed the dev textures from Hammer, so i went and made my own. They're very useful for quickly getting out geometry without having to worry about what texture to use for floor or cement, and can really help the overall development pipeline, allowing you to focus on details and textures later.

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Hammer Style Development Textures for UE3
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ambershee Nov 10 2008 says:

I'm not sure I get the point, hehe =p

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Vicious3745 Author
Vicious3745 Nov 10 2008 replied:

Their really just textures to use so that you don't have to bother with looking for textures. o.O They're best for blocking out the level, getting all the geometry down before actually making it look pretty. Plus, their obviously labelled, so any testers know if that's going to be cover, a crate, a door, and so forth. The Greys are meant for Floors, and the Oranges meant for walls, so that there's an obvious difference between floor and wall.

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Dodomaster Nov 10 2008 says:

Thanks man, I like it, that's really something UE3 is missing.

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Dremth Nov 10 2008 says:

cool. may i suggest you make them a different color from the hammer textures though? it'd be a shame to get the two engines confused ;)

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Vicious3745 Author
Vicious3745 Nov 10 2008 replied:

When i find the time, I'll make Green, Red and Blue, and maybe a 128x128 of each letter of the alphabet.

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Mischa_Silden Nov 11 2008 says:

Two words..
Awesomeness! This could even get me mapping on ut3 engine :)

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Vicious3745 Author
Vicious3745 Nov 11 2008 replied:

I'm glad i could help! I'm adding some basic static meshes to the package, such as a few crates, barrels, and barricades. If you have any suggestions on what should be included, please say so!

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freakybunnies Mar 2 2009 says:

EPIC I like the Half-Life 2 Dev.

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Colossal Mar 22 2009 says:

Truely, I think Source graphics top UE3 graphics. So to me this is kind of a joke. :/

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moonfudge May 30 2009 replied:

pffffffffffffffffffffffff yeah right, they may look better on a high end computer but UT3 looks nicer on low end systems like mine, which is ironic because the source engine was DESIGNED to work on low end systems

on a more reletive note, thanks dude, i needed these (the textures)

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The_Fortune Aug 4 2009 says:

Nice, I miss these from Source too. Going to try the textures with UT2004/Killing Floor version of unreal ed, just for the ease of mapping out the layout with simple textures.

Thanks for this.

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0Buzz Dec 14 2009 says:

Just wondering.. doesnt this violate the terms of use when you copy these textures to another game?.

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Vicious3745 Author
Vicious3745 Jan 20 2010 replied:

I custom made them myself with photoshop. No need to spend time ripping when they're so simple n easy to create. I made everything with UT3 and it's player model size in mind.

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pitchblack00 Jan 28 2010 says:

I was just remembering that slim look of hammer dev's after looking at that pale purple checker. Thank you for making those! It's funny some ppl use orange-grey textures as final materials, i guess it's just a very successful color scheme(make a note XD)..

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pitchblack00 Jan 28 2010 says:

BTW scale is reversed to texture tiling, i.e. UV scale(tiling) = 1/[scale for texture]. So 256 texture would have tiling of 2, for 128 would be 1, for 64 it's 1/2 and for 32 it's 1/4. Honestly i didn't know how to use those textures before, but now see their value, those textures help visualize relationship between world space coordinates and texture coordinates. Consequently it maps texture space to editor grid, so if some texture doesn't align or stretched you can make deliberate corrections on geometry or texture coordinates(works both ways). So use those, good stuff, good stuff indeed.

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pitchblack00 Jan 28 2010 says:

Oops, sry, EDIT: Turns out in UnrealEd you can both scale uv's and tile them. For tiling you just use numbers from readme file and for scaling you reverse them, like i wrote above.

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