1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Creative Chat

Textures and Questions

  • BlueCoatKarma
  • March 18, 2005 at 8:41 AM
  • BlueCoatKarma
    • March 18, 2005 at 8:41 AM
    • #1

    I've kinda thrown myself into a high-res-ifying project involving the textures from NS (ns.wad and ns2.wad mostly). I haven't really done any texturing before (I did some VERY simple re-texturing for Deus Ex as well, but it was items instead of environment textures.) It's still nice because I don't have to be very creative to remake something.

    The big obstacle here is that I can't do any 3D modeling, and I don't have a program to do so even if I could (which is a good part of why I can't.) Because of this, my normal maps are just Nvidia plug in affairs, and I haven't actually been successful in viewing these in Hammer (having problems with the .vtf/.vtm thing). For now just color layers, although I've done a normal map for the first of these.

    So I'm looking for input on these. I'm struggling to get used to the idea that there shouldn't be much (any) lighting/shading "baked in" with the colors.

    [Blocked Image: http://img179.exs.cx/img179/2417/teckwall01big9xc.th.jpg]

    (Here's the old one):

    [Blocked Image: http://img194.exs.cx/img194/6908/teckfloor01old9gq.th.jpg]

    Here's a vent. Having not really ever used normal maps before and not knowing much about them, this is the one that really needs help. Obviously some (all?) of the shading shouldn't be there.

    [Blocked Image: http://img186.exs.cx/img186/9372/teckfloor045zf.th.jpg]

    EDIT: I just realized that the first one needs some explanation. We kinda decided that it needed to be cleaned up for Source - it would have looked to repetitive with such distinct features (the big metal hinges etc.) That's why there's a complete lack of them. Keep in mind that in NS textures aren't tiled all that much because walls don't usually go very long before being broken by details or supports or models or something.

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. BELEK: turning Rouen into competitive FPS maps (Godot project, feedback wanted)

    zlatan24
    November 12, 2026 at 6:23 PM
  2. CS2 sticker critique | Would the eye or blade read first on an AK?

    EmberKrakenCS2
    November 9, 2026 at 10:21 PM
  3. dod_poznan

    Smile_2000
    November 9, 2026 at 9:10 AM
  4. [cs2][WIP] De_digital (A side only) Looking for Feedback

    Howw3
    November 5, 2026 at 9:22 PM
  5. Hello from Normandy: Metin, working on a tactical FPS

    Thrik
    November 2, 2026 at 10:19 PM
  6. How do I setup CS1.6 mapping on linux?

    zlatan24
    November 2, 2026 at 6:43 AM
  7. CS:S | de_honor | Map creation process by D'artagnan

    Dartagnan
    November 1, 2026 at 5:41 PM
  8. Made a map maker for my indie game.

    daud2k7
    November 1, 2026 at 4:19 PM
  9. First CS2 Maps DM and Bomb Defusal

    zlatan24
    November 1, 2026 at 3:06 PM
  10. POLYSTRIKE - Finally Announced After Years of Development!

    MetinSaygin
    October 31, 2026 at 10:57 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™