Post addon Report content Hammer Style Development Textures for UE3
Filename
Dev_Textures.1.rar
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Textures
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Public Domain
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Vicious3745
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me!
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Description

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!

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Hammer Style Development Textures for UE3
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ambershee
ambershee

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

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Vicious3745 Author
Vicious3745

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
Dodomaster

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

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Dremth
Dremth

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

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
Mischa_Silden

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

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Vicious3745 Author
Vicious3745

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
freakybunnies

EPIC I like the Half-Life 2 Dev.

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Colossal
Colossal

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

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moonfudge
moonfudge

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
The_Fortune

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
0Buzz

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

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Vicious3745 Author
Vicious3745

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
pitchblack00

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
pitchblack00

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
pitchblack00

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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