Author Topic: Filter Forge  (Read 17059 times)

y00tz

  • Autococker
  • Posts: 2742
Re: Filter Forge
« Reply #20 on: April 05, 2007, 04:07:08 PM »
True.  Jitspoe, would you rather textures have CC or GPL?

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Filter Forge
« Reply #21 on: April 05, 2007, 04:50:40 PM »
Ideally, I'd like to get everything under one license (the GPL).

Playah

  • 68 Carbine
  • Posts: 485
Re: Filter Forge
« Reply #22 on: April 07, 2007, 06:30:16 AM »
i got that one either from fourthx or freuds (uni's ?) texture pack i guess. I like the one i use more because yours looks like you painted the whole floor in 1 color.

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Filter Forge
« Reply #23 on: April 16, 2007, 06:49:20 PM »
Struggling to get a tile texture I'm satisfied with.  This is probably as good as I'm going to get it...



i got that one either from fourthx or freuds (uni's ?) texture pack i guess. I like the one i use more because yours looks like you painted the whole floor in 1 color.

It's not painted, though.  It's metal...

Eiii

  • Autococker
  • Posts: 4595
Re: Filter Forge
« Reply #24 on: April 16, 2007, 07:16:17 PM »
Felt tile? Nice anyway.

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Filter Forge
« Reply #25 on: April 16, 2007, 10:54:27 PM »
I was going more for the slate tile look:
http://www.poddarstones.com/images/peacock-blue.jpg
http://www.diy.com/diy/jsp/images/product/smallImage/5027086146540_ts1_1_l.jpg
http://www.vtslate.com/images/Black_Slate_Floor_2.jpg

But it doesn't want to work well with saturated colors.  If I use more natural colors, the texture looks good, but it looks really washed out/faded in game.  Can't win. :(

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Filter Forge
« Reply #26 on: May 02, 2007, 08:36:22 PM »
Now that I've finally gotten permissions corrected on the web server, some metal textures!






Eiii

  • Autococker
  • Posts: 4595
Re: Filter Forge
« Reply #27 on: May 02, 2007, 08:37:20 PM »
The second one looks kind of odd, and the third just looks like noise...

First is okay, though. Kinda dirtish. Nice work anyway.

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Filter Forge
« Reply #28 on: May 02, 2007, 10:47:32 PM »
Tweaked the 3rd one and reduced the roughness, though rough textures tend to look a little better in-game because of OpenGL's filtering.  It kind of balances out.

Also, for references, here are the original textures:

KnacK

  • Global Moderator
  • Autococker
  • Posts: 3039
Re: Filter Forge
« Reply #29 on: May 03, 2007, 05:52:22 AM »
I like those new concrete textures Jit.  Looks like stuff we make at one of my ready mix plants.

Oh, those are supposed to be metal textures??

* KnacK steps away and cleans his glasses

S8NSSON

  • Autococker
  • Posts: 709
Re: Filter Forge
« Reply #30 on: May 03, 2007, 07:16:07 AM »
Jitspoe are you going to pack all these up in a single download release?
I mostly read the forums at work and have little need to update anything on me work PC.

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Filter Forge
« Reply #31 on: May 03, 2007, 12:11:28 PM »
I'll pack them up eventually.  What I need to do is make some automated script that updates a zip every day or so with all the latest highres data.

ViciouZ

  • Map Committee
  • Autococker
  • Posts: 2227
Re: Filter Forge
« Reply #32 on: May 10, 2007, 01:26:40 AM »
Maybe this is a job for... a batch file.
I'll make you a script to do it. Are you sending the textures from the source machine to ftp, or to a folder on the local machine?
« Last Edit: May 11, 2007, 09:52:42 AM by ViciouZ »

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Filter Forge
« Reply #33 on: May 11, 2007, 02:34:00 PM »
In this case, it would be a shell script.  You know bash?

Smokey

  • Autococker
  • Posts: 1172
Re: Filter Forge
« Reply #34 on: May 11, 2007, 07:48:49 PM »
In this case, it would be a shell script.  You know bash?
I could probably do a bash script if he can't.

Eiii

  • Autococker
  • Posts: 4595
Re: Filter Forge
« Reply #35 on: May 11, 2007, 08:39:02 PM »
I prefer perl, mostly because I'm not on linux.

ViciouZ

  • Map Committee
  • Autococker
  • Posts: 2227
Re: Filter Forge
« Reply #36 on: May 12, 2007, 02:14:11 AM »
Yes, but I'm not too familiar with the commands. I'll have a go.

Edit: Nope, clueless. I'll learn. Smokey, your run.
« Last Edit: May 12, 2007, 03:15:36 AM by ViciouZ »

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Filter Forge
« Reply #37 on: November 30, 2007, 08:08:43 PM »
Bumping an old topic -- saw a pretty cool filter I thought I'd share:

http://www.filterforge.com/filters/4589.html

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Filter Forge
« Reply #38 on: February 14, 2008, 02:24:58 AM »
Felt like making some more HR4 textures with filter forge today:
http://dplogin.com/files/textures/pball/hr4/ncmarb1.jpg
http://dplogin.com/files/textures/pball/hr4/ncstone.jpg
http://dplogin.com/files/textures/pball/hr4/rock2_1.jpg

ncstone looks good on s8n's (beta) gladiator map.

WarWulf

  • Autococker
  • Posts: 539
Re: Filter Forge
« Reply #39 on: February 14, 2008, 02:55:09 AM »
i plan on buying the one with all the features soon , i need the bumpmapping\normal feature mostly  for 3dsmax video's :P

right now im using mostly a filter for photoshop called Eye Candy
« Last Edit: February 14, 2008, 03:19:25 AM by WarWulf »