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SoW1 vs. HL2 - Graphic quality

  • Zacker
  • May 31, 2005 at 10:31 PM
  • Hourences
    • June 7, 2005 at 1:57 PM
    • #61

    Its evolution, I liked the simplicity of long ago as well. Just some bsp cubes and that was it but you gotto evolve along. More stuff has to be added and if you dont like that evolution you got a prob

    Im not saying they are more important than lets say the floorplan or normal map support, they are just like 400 other things just extras but they do take little time to setup so why not use that extra little thing then. More is better in this case and it doesnt even take you effort.

    I also know that at the end you sometimes dont like to fix something anymore cause youre so tired of the thing but on the other hand you should. Those 30 minutes wont kill you man. I created over dozens of maps, they all had detail textures. Every one of them, the 30 minutes were bearable.

    HL2 was good, even without detail tex

    But good /=perfection. Good simply means better than bad. If there was more stuff added it might have been gooder good or so

    Dont stop at "it looks goods already", make it awesome if you can and yeah I know you dont always have the time for that but in a perfect world or a mod community...

    Think we got pretty much everything said

  • Kosmo
    • June 7, 2005 at 2:01 PM
    • #62

    Fair enough

  • kleinluka
    • June 7, 2005 at 4:54 PM
    • #63
    Quote from Hourences

    The textures are not blurry, 1024 res texturesNone of the things you said can make a surface look like that besides higher res textures but for that youd need a 8192 texture and thats impossible

    Unreal engine 3 and gears of wars in particullary support it heavily, theres a reason for that

    Afaik it even uses normal mapped detail textures, so a second smaller scaled normal map just for detail texturing

    They are blurry. And dont look like 1024s but more like 256.

    Gears of War doesnt use normal mapped detail textures. You can manually alter the tiling rate of each map though. So that includes normal maps.

    In the end, detail texture is just a layered semi transparent texture that tiles more than the underlaying texture. Of course it will make it look less blurry. Because the whole point of it is to give that impression by overlayed a texture that tiles a lot. I find detail textures always make a surface material very unrecognizable. Good use of normal and specular can give a surface a way more defined look and I'll take that any day over detail textures. In the end it all comes down to what you do with the pixels that are available to you. If you have a 1024x1024 texture that doesn't mean it looks sharp unless YOU PAINT IT SHARP and use every pixel in the texture with thought.

    Meh. lunch time now. klein hungry.

  • Hourences
    • June 8, 2005 at 9:23 AM
    • #64

    I know you can tile them, but afaik its a second normal map

    I checked it with Epic people and gow uses normal mapped detail textures in some cases says my info, might be wrong, might be right but point is, they are not useless at all.

    The textures are not blurry. They are simply tiled really big. How are you suppose to texture a giant rock when you cant scale the texture big ?

    So no other option to scale it up which will result in a blurry tex which you then hide with detail texturing.

    I applied another texture from my own pack, pretty sharp.

    http://www.planetunreal.com/phalanx/tex ... igh/60.jpg

    http://www.planetunreal.com/phalanx/hou ... iltex3.jpg

    Better ? Not a lot...

    If the detail tex makes the texture beneath too unrecognizable make the detail tex more grayish then. Less contrast.

    I never said they are better than specularity or whatever else. I said it all has its own good and weak points and a combination of everything is best.

    Making the combination only takes a couple of minutes, but even that seems to be asked too much.

  • The Postman
    • June 10, 2005 at 8:05 AM
    • #65

    It looks like you've got something massively screwed up in your specular maps in those page one shots. It looks like you're using a very low rez spec on a high rez surface that isn't matching up at all. Bad form sir, bad form!

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