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As promised in my [contest submission](http://gamebanana.com/textures/4128) here I am with this pack converted for source engine.
Each texture has a normal map with painted alpha channel for reflectivity, 2 of which also emit light. These textures are mostly 1024x1024 except for about two, which are 2048x2048.
Personally I really like how the red metal wall came out and I will be going over the process of making that one + the idea behind it in my upcoming tutorial for the [tutorials contest](http://gamebanana.com/contests/59).
These textures can be used for **ANY** source game, just put them in the "materials" folder of the desired game. Should't there be any problem or if you'd yourself in need of help, please contact me via pm or [steam](http://steamcommunity.com/id/skyppysdk), thank you.
You are allowed to use these textures however and wherever you want, except selling them either individually or as a pack (selling them as a part of a game or a scene is allowed).
You don't have to, but crediting me in your submission is always welcomed, it both gives me a chance to look at your work and appreciate the use of these textures.
Thank you for reading and enjoy this set. :)
> **Posted by SkyppySDK**
> > **Posted by Crawfishness**
Ah, my bad, you're probably right. I'm not a texture maker myself, so I'm just kinda stupidly using terms that I've picked up from other people.
And you misunderstand what I meant about the lights, what my question was addressing was the way the lights are... "patterned". I don't know the proper term for it. How one panel in the light had another two touching it to its side.
I can't personally think of any uses for them being like that, and it seems like just having them tiled normally would be more practical. Did you have a particular use for them in mind?
> **Posted by Crawfishness**
As far as the lights go, if I understand you correctly, you can rotate any texture in hammer, so if you rotate the light by 90 degrees you gat exactly that...
As far as the bricks go, well, yes, I did make it a bit shiny, but that's just my obsession with that kind of stuff... Either way you're wrong, every texture needs normal to look good / realistic, the reflectivity is given by the alpha channel of normal or on other more advanced engines by gloss map, not the normal itself.
I don't really understand the purpose of the light panels being tiled in that way. Seems like it'd be more practical to have them tiled normally for use as something like recessed lights in a shop.
Or do they have a specific purpose?
Great work! I love how they all look. Except maybe the brick, I don't think bricks really need normal maps, at least not especially noticeable ones. Kinda shiny, y'know?