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IntroductionEdit

The table contains the columns WIP, included, final and descriptions. While included means whether the texture is released in the latest AfterShock revision, the column WIP is meant to give a information, whether this texture is done or not. There are some textures i did in the past which are done but i dont like them anymore, so they will be set to WIP = no and final = no. This means basicly, that the texture should be redone from scratch. Final textures, which are ready to release, are flagged as WIP = no and final = yes. The description column is meant to give a brief overview of ideas and/or the image source this texture is based on.

Idea: If more people begin to work on this table maybe colored <td> borders will work to displays who created which row (i am writing "i dont like that" or "i like this" in the tables below).

base_floor:Edit

name WIP included final description
clangdarkspot.tga no yes yes based on pulchr's diamond floor texture for pul1ffa and OA's textures/cosmo_sfx/blood1.tga
clang_floor3bstairtop2.jpg yes yes no based on pulchr's diamond floor texture and OA's corresponding texture. Is not seamless and needs more details.
clang_floor3bstairtop.jpg yes yes no based on pulchr's diamond floor texture and OA's corresponding texture. Is not seamless and needs more details.
clang_floor_ow2.jpg yes yes no Texture taken from pul1duel-oa. Needs a new floor texture.
clangdark.jpg no yes yes pulchr's texture, tweaked with +100% saturation. A bit more colorful.
clanggrate.jpg no yes yes Based on the corresponding OA texture. Tweaked.
diamond2.jpg no yes yes Taken from Udi's texture pack.
diamond2c.jpg no yes yes Taken from Udi's texture pack.
diamond2c_ow.tga no yes yes Taken from Udi's texture pack.
diamond2cspot.tga yes yes no Taken from Udi's texture pack. Needs a remake
proto_grate3.tga no yes yes done with gimp
proto_grate.tga no no yes done with gimp
proto_rustygrate2.tga no yes yes done with gimp. Does not fit maps where only 1/4 of the texture is used (f.e. kaos2).
proto_rustygrate.tga yes yes no Done with gimp. Needs perhaps some details as they are used in rusty_pentagrate.tga
rusty_pentagrate.tga no yes yes Final texture. All 5 proto grates are done entirely with gimp

base_light:Edit

name WIP included final description
border7_ceil50.jpg no yes yes Taken from pulchr's pul1duel-oa.
border7_ceil50glow.jpg no yes yes Taken from pulchr's pul1duel-oa.
light2.blend.jpg no yes no Taken from Udi's texture pack. Needs a remake.
light2.jpg no yes no Taken from Udi's texture pack. Needs a remake.
scrolllight2.jpg no yes yes Taken from pulchr's pul1duel-oa.
scrolllight2_b.jpg no yes yes Taken from pulchr's pul1duel-oa.
scrolllight2_r.jpg no yes yes Taken from pulchr's pul1duel-oa.
scrolllight.jpg no yes yes Taken from pulchr's pul1duel-oa.

base_support:Edit

name WIP included final description
pipecolumn4.jpg ? yes ? The corresponding Q3 texture is a tga file with an alpha channel. Didn't saw this texture ingame yet and don't know why it has an alpha channel. Needs a remake maybe.
support1rust.jpg no yes yes Taken from pulchr's map pul1ffa. Tweaked (color shift).
support1shiny.tga no yes yes Taken from pulchr's map pul1ffa. Tweaked (color shift).

base_trim:Edit

name WIP included final description
basemetalsupport.jpg no yes yes Taken from Udi's texture pack. Added more red to it for ctf maps.
basemetalsupport_b.jpg no yes yes Taken from Udi's texture pack. Made a blue variant of this texture (does not exist in Q3) for ctf mapping.
border11.jpg yes yes no Needs a new metal texture and new cables (lower part of the texture).
border11b.jpg no yes yes Taken from Udi's texture pack. Tweaked.
border11c.jpg yes yes no see also border11.jpg
border11c_light.jpg no yes yes Based on one of Udi's textures of his missing texture pack
border11c_pulse1b.jpg yes yes no Looks cheap, though it works well with the shader written for it. Needs maybe a redo, but no priority
border11light.glow.jpg no yes yes Taken from Udi's texture pack. Tweaked to fit 11blight.
border11light.jpg yes yes no see also border11.jpg
deeprust.jpg ? yes ? This looks actually like deep rust, but there were some complains about this texture from the community. This issue comes from the fact, that this texture is used on many OA maps as a trim (e.g. wrackdm17). Texture is overused on those maps and looks odd there.
pewterstep.jpg no yes yes Taken from pulchr's map pul1duel-oa.
rusty_pewter_big.jpg no ? ? A quick and dirty texture blend. Not a good result, but it is okay maybe.
slots1_1.jpg no yes yes Used pewter.jpg as a base texture.
xian_dm3padwall_x2.jpg no yes yes A simple combination of different textures found in OpenArena. Looks good enough for a release.
xian_dm3padwall_x.jpg no yes yes see also xian_dm3padwall_x2.jpg


base_wall:Edit

name WIP included final description
atech1_e.jpg ? yes ? Taken from Udi's texture pack. Desaturated works this texture quite well on other textures, see f.e. gothic_trim/blocks15_bb09e.jpg.
c_met5_2.jpg no yes no Taken from Udi's texture pack. Needs a remake.
c_met7_2.jpg no yes no Taken from Udi's texture pack. Needs a remake.
metalfloor_wall_3.jpg no yes yes Taken from Udi's texture pack.
metalfloor_wall_10.jpg yes yes no Taken from Udi's texture pack. Needs to be tweaked, see sfx/metalfloor_wall_7b.jpg.
metalfloor_wall_11.jpg yes yes no Taken from Udi's texture pack. Needs to be tweaked, see sfx/metalfloor_wall_7b.jpg.
metalfloor_wall_12.jpg yes yes no Taken from Udi's texture pack. Needs to be tweaked, see sfx/metalfloor_wall_7b.jpg.
metalfloor_wall_14.jpg no yes yes Taken from Udi's texture pack.
metalfloor_wall_14_specular.tga no yes yes Taken from Udi's texture pack.
metalfloor_wall_15.jpg no yes yes Taken from Udi's texture pack.
metalfloor_wall_15ow.tga no yes yes Taken from Udi's texture pack.
metaltech04final.jpg no yes yes Based on Udi's texture pack and gothic_trim/pitted_rust3.jpg.
metaltech06final.jpg no yes yes Based on Udi's texture pack and gothic_trim/pitted_rust3.jpg.
metaltech08final.jpg no yes yes Based on Udi's texture pack and gothic_trim/pitted_rust3.jpg.
metaltech10final.jpg no yes yes Based on Udi's texture pack and gothic_trim/pitted_rust3.jpg.
metaltech12darkfinal.jpg no yes yes Based on Udi's texture pack and gothic_trim/pitted_rust3.jpg.
metaltech12final.jpg no yes yes Based on Udi's texture pack and gothic_trim/pitted_rust3.jpg.
metaltech13final.jpg no yes yes Based on Udi's texture pack and gothic_trim/pitted_rust3.jpg.
metaltech17final.jpg no yes yes Based on Udi's texture pack and gothic_trim/pitted_rust3.jpg.
metaltech18final.jpg no yes yes Based on Udi's texture pack and gothic_trim/pitted_rust3.jpg.
metfloor_block_3.jpg no yes no Taken from Udi's texture pack. Needs a remake.
protobanner.tga no yes no Based on Udi's texture pack (color shift of ctf/ctf_blueflag.tga). Dummy texture, should be replaced later.

ctf:Edit

name WIP included final description
blocks18c_3_b.jpg no yes yes This texture does not exist in baseq3. It is a replacement for the third party texture used on aerowalk (hub3aeroq3).
blue_telep3.jpg yes yes no See blue_telep.jpg. Texture should be named 2 and not 3, but i had some problems with the shader (has to be fixed)
blue_telep.jpg yes yes no Based on the teleporter vortex texture from pulchr's pul1ffa (color shift). Added some lightnings.
ctf_blueflag.tga no yes yes Based on Udi's texture pack. Tweaked.
ctf_redflag.tga no yes yes Based on Udi's texture pack. Tweaked.
red_scary4_bfin-1.jpg no yes yes Combination of different textures from OA and AS.
red_telep3.jpg yes yes no See blue_telep.jpg.
red_telep.jpg yes yes no See blue_telep.jpg.
tallblue_1_fin.jpg no no yes Combination of different textures from AS.
tallblue_1_fin_r.jpg no no yes Red variant of tallblue_1_fin.jpg, does not exist in baseq3. Made for ctf mapping.
tallblue_2bshort_fin.jpg yes no no Texture is done, but the metal trim on the bottom needs maybe a remake (based on the trim of OA atm).
telep.tga no yes yes Based on Udi's texture pack. Tweaked.

gothic_block:Edit

name WIP included final description
block10d.jpg yes yes no Based on block10d.jpg. Looks good on overkill. Texture is not seamless along the y-axis, thus it leads to weird looking walls if used all over the place (see f.e. tscabdm3). Maybe needs a remake to make it tile better along the y-axis.
block10.jpg no yes yes Based on killblock.jpg
blocks11b.jpg no yes yes blocks11b.jpg "==" killblock.jpg
blocks11b_c.jpg no yes no Based on killblock.jpg and blocks15_c.jpg. Does not exists in baseq3, made for ctf mapping.
blocks11bbroke3.jpg no yes yes Based on killblock.jpg and on the OA texture (cracks).
blocks15.jpg no yes yes Based on killblock.jpg.
blocks15_blue.jpg no yes yes Based on killblock.jpg (though it is called blocks15) and the OA texture.
blocks15_c.jpg no yes no Based on blocks15.jpg and one one OA texture (the metal trim).
blocks15_iron_r.jpg no yes yes Based on blocks15.jpg and base_trim/dirty_pewter_big.jpg for the metal trim.
blocks15_relief1.jpg yes yes no Based on blocks15.jpg and the OA texture. The trim does not fit the original height of the trim, thus looks a bit odd on q3 maps (f.e. 6++).
blocks15_relief2.jpg yes yes no Based on blocks15.jpg and the OA texture. The trim does not fit the original height of the trim, thus looks a bit odd on q3 maps (f.e. 6++).
blocks17i.jpg no yes yes Based on killblock.jpg.
blocks18c.jpg no yes yes Based on killblock.jpg.
blocks18c_1.jpg no yes yes Based on blocks18c.jpg and base_trim/dirty_pewter_big.jpg for the metal trim.
blocks18c_1a.jpg no yes yes Based on blocks18c.jpg and base_trim/dirty_pewter_big.jpg for the metal trim.
blocks18c_2.jpg yes yes no Based on blocks18c.jpg and base_trim/dirty_pewter_big.jpg for the metal trim. Texture does not exist in baseq3 and was made as a replacement for a third party texture used on a map (forgot which map it is lol). Not finished, see killblock_i2.jpg.
blocks18c_3.jpg no yes yes Based on killblock.jpg.
blocks18cblood.jpg no yes yes Based on blocks18c_3.jpg and cosmo_sfx/blood1.tga.
blocks18cbloodhead.jpg yes yes no dummy texture (used on f.e. 6++)
blocks18cgeom.jpg ? yes ? Based on blocks18c.jpg, sfx/spawn_floord2c.tga and base_wall/metaltech17final.jpg. Not the best texture, maybe a remake is needed ?
blocks18cgeomtrn2.tga no yes yes Based on Udi's texture pack. Tweaked.
blocks18cgeomtrnx.tga ? yes ? See also blocks18cgeom.jpg
evil2cglow.jpg no yes yes Based on a OA texture.
evil2ckillblockglow.jpg no yes yes See also evil2cglow.jpg
gkc15_big.jpg yes yes no Based on killblock.jpg. Dummy texture.
gkc15b.jpg yes yes no Based on killblock.jpg. Dummy texture.
gkc15c.jpg yes yes no Based on killblock.jpg. Dummy texture.
gkc16b.jpg yes yes no Based on killblock.jpg. Dummy texture.
gkc18b.jpg yes yes no Based on killblock.jpg. Dummy texture.
gkc19_wide_right.jpg yes yes no Based on killblock.jpg. Dummy texture.
gkc19a.jpg yes yes no Based on killblock.jpg. Dummy texture.
gkc19b.jpg yes yes no Based on killblock.jpg. Dummy texture.
gkc20a.jpg yes yes no Based on killblock.jpg. Dummy texture.
gkc20b.jpg yes yes no Based on killblock.jpg. Dummy texture.
gkc_larg_left.jpg yes yes no Based on killblock.jpg. Dummy texture.
gkc_large_right.jpg yes yes no Based on killblock.jpg. Dummy texture.
killblock.jpg no yes yes Made with gimp using photo ressources from gpl.imageafter.com. Basic texture for many other gothic textures.
killblock_i2.jpg yes yes no Based on killblock.jpg. Needs another metal plate width to fit 3 skulls on _i3. The trim must be done a bit higher (see f.e. jumppad at LG on ztn3tourney1)
killblock_i3.jpg yes yes no Based on killblock.jpg. Needs same metal plate width to do not look odd.
killblock_i4.jpg yes yes no Based on killblock.jpg. Dummy texture.
killblock_i4glow.jpg yes yes no Dummy texture.
killblock_i.jpg yes yes no Based on killblock.jpg. Needs another metal plate width to fit 3 skulls on _i3. Needs those oval metal trims from blocks15_c.jpg
killblock_iron_b.jpg no yes yes Based on killblock.jpg and one one OA texture (the metal trim).
killblock_j2.jpg no yes yes Based on killblock.jpg and one one OA texture (the metal trim).
killblock_j.jpg no no yes Based on killblock.jpg and one one OA texture (the metal trim) + oval metal trim from blocks15_c.jpg.
killblock_k.jpg no no yes Based on killblock.jpg and one one OA texture (the metal trim) + oval metal trim from blocks15_c.jpg.
killblock_m1.jpg no yes yes Based on killblock.jpg and one one OA texture (the metal trim). Does not exists in baseq3. Needs more other fitting textures to build up a set.
killblock_relief1.jpg yes yes no Based on killblock.jpg. See also blocks15_relief1.jpg.
killblockgeomtrn.tga ? yes ? See also blocks18cgeom.jpg.
killtrim.jpg no yes yes Based on OA's texture acc_dm5/mud02.jpg.
windowevil2c_block18c.jpg ? yes ? Based on blocks18c.jpg. Looks a bit cheap.
windowevil2c_block18c.jpg ? no ? Based on killblock.jpg. Looks a bit cheap.
x1blocks.jpg yes yes no Dummy texture.
xblocks10.jpg ? yes ? Based on blocks15.jpg and blocks15_blue.jpg. Texture works on kaos2, but does not work on q3w2 (missing shader). Don't know why, texture path is correct. (??)
xcurve_q3dm6.jpg no yes yes Combination of different gothic_block textures.
xgkc_lower.jpg yes yes no Dummy texture.

gothic_floor:Edit

name WIP included final description
metalbridge02.jpg no no yes based on a public domain image from Blenders texture disc. Link
metalbridge02b.jpg no no yes see also metalbridge02.jpg
metalbridge06.jpg no no yes see also metalbridge02.jpg
metalbridge06b.jpg no no yes I was thinking about replacing this texture with metalbridge06, since 06b doesnt look good (even in Q3 it doesnt). After this thoughts i figured out that QL did exactly the same (the bridge floor on dm6 uses this texture), so it is probably a good idea to do it as well.
metalbridge06c.jpg no no yes The old 06b, whereas the new 06b is equal to 06
metalbridge06b_blood.jpg no no ? based on 06b and the OpenArena texture. Not sure if it is final, looks a bit like c&p
metalbridge06bbroke.jpg no no yes based on 06b
metalbridge06broke.jpg no no yes based on 06b
metalbridge06broke.tga no no yes based on 06b
pent_metalbridge02.jpg yes no no WIP: just to inluded to have a missing texture less
xstairtop4.jpg no no yes based on images from gpl.imageafter and xstepborder3.jpg
xstairtop4bbrn.jpg no no yes based on images from gpl.imageafter and xstepborder3.jpg
xstairtop5.jpg no no yes based on images from gpl.imageafter and xstepborder3.jpg
xstairtop6.jpg no no yes based on xstepborder3.jpg and metalbridge06b.jpg
xstairtop7.jpg yes no no based on xstepborder5.jpg. It has the wrong scale -> WIP
xstairtop8.jpg yes no no based on xstepborder5.jpg. It has the wrong scale -> WIP
xstepborder3.jpg no no yes a tweaked version of the texture found in OpenArena
xstepborder3brn.jpg no no yes based on images from gpl.imageafter and xstepborder3.jpg
xstepborder5.jpg yes no no a tweaked version of the texture found in OpenArena. It has the wrong scale -> WIP
xstepborder7.jpg no no yes based on images from gpl.imageafter and xstepborder3.jpg
xstepborder8.jpg no no yes based on images from gpl.imageafter and xstepborder3.jpg
xstepborder9.jpg no no yes based on images from gpl.imageafter and xstepborder3.jpg
xstepborder10.jpg no no yes based on images from gpl.imageafter and xstepborder3.jpg

gothic_trim:Edit

name WIP included final description
border11.jpg yes yes no see also base_trim/border11.jpg
metalsupport4g.jpg no no yes done with gimp. Not 100 percent perfect, but it will be okay
metalsupport4g_1.jpg no no yes done with gimp. Not 100 percent perfect, but it will be okay
metalsupport4g_2.jpg no no yes done with gimp. Not 100 percent perfect, but it will be okay
metalsupport4h.jpg yes no no Base texture is done, the metal plate and rivets needs to be done. Base texture is not perfect, but okay
metalsupsolid.jpg no ? yes done with gimp. Not 100 percent perfect, but it will be okay
pitted_rust3.jpg no no yes done with gimp.


gothic_wall:Edit

name WIP included final description
iron1_brickrust.jpg yes no no Not sure about the brick wall background. Have to do the other textures using this background to decide, if the background is okay
iron01_c2.jpg yes no no tried to add some skulls to the metal trim, looks a bit cheap like copy and paste.
iron01_c3_rust.jpg no no yes not perfect, but okay!
iron01_c.jpg yes no no i don't like the cracks i did on the metal trim. Needs a redone
iron01_e.jpg no no yes based on OpenArena's iron01_e.jpg. Added more dirt and grunge
metaltech16gold.jpg no no yes based on gpl texture from Udi's missing texture pack for OpenArena. Changed HLS, added more dirt and grunde and highlighted the edges
purptileb.jpg ? no no See iron1_brickrust.jpg
iron01_c3.jpg no no yes I like it *thumps up*


sfx:Edit

name WIP included final description
electricslime.jpg no no yes done entirely with gimp. Actually it looks better than the original texture. Didnt had a look yet where it is used and what kind of shader it will need.
beam.jpg yes no no Begun to redo the beams. Used a more dulled hue and added some distortions to it to make it look less boring. Have to have a look ingame if the distortions works out well. Edit: looks fine (now you can actually see the tcMod scroll), so the other beams can be done the same way
largerblock3b3_pent.jpg ? yes no My first texture done for AfterShock! Inferiour workflow (not modular), usage of bad looking OpenArena textures. Not possible to recreate the metal frame, since it is basicly done using the dodge tool. A redo of this texture needs first a metal frame which can be used on different gothic textures, and afterwards some blending of different textures (the floor background texture should be redone as well, this will result in redoing some of gothic_floor/'s textures)
metalfloor_wall_7b.jpg yes no no Based on Udi's texture for OpenArena. Tweaked it and put a lot of detail work in it. WIP: the dots have to be redone, the build in light gradient leads to an issue: depending on your point of view the dots are looking either beveled or ambossed.


See alsoEdit

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