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SoW1 vs. HL2 - Graphic quality

  • Zacker
  • May 31, 2005 at 10:31 PM
  • Zacker
    • May 31, 2005 at 10:31 PM
    • #1

    We could also call it "Why HL2 should have had detail textures".

    An old HL1 mod competing with the new wonderful HL2 and its Source engine? Texture quality in a game requirering a 300 mhz vs. a game which require a 1.2 gz?

    Sounds insane, right? Lets see how insane it is:)

    First we will try with the texture quality of tiles. In the one corner we some tiles from the trainstation in HL2 and in the other we have some from SoW_Hangar.

    HL2:

    [Blocked Image: http://sandsofwar.net/mapshots/hl2_tiles.jpg]

    SoW1:

    [Blocked Image: http://sandsofwar.net/mapshots/sow_hangar_tiles.jpg]

    Lets see how it is with outdoor stuff, here a cliff/rock texture:

    HL2:

    [Blocked Image: http://sandsofwar.net/mapshots/hl2_rock.jpg]

    SoW1:

    [Blocked Image: http://sandsofwar.net/mapshots/sow_hangar_rock.jpg]

    Note: HL2 was set to maximum texture quality.

  • ctswin
    • May 31, 2005 at 10:44 PM
    • #2

    detail textures look nice sometimes, a lot of the time they're done really badly and look horrible. imo.

    i also think the pics are slightly biased (showing not even 4 complete hl2 tiles, compared to loads of hl1 ones D: )

  • Campaignjunkie
    • May 31, 2005 at 10:47 PM
    • #3

    HL2 materials actually do have detail texture features. But there's already normal + spec maps for a lot of the textures, not to mention cubemaps. It's just a waste of texture memory to have them, since most players won't be staring a few inches down at the ground or at a wall.

  • mike-0
    • May 31, 2005 at 10:51 PM
    • #4

    bullshit

    gtfo

  • |FRITZ|
    • May 31, 2005 at 10:59 PM
    • #5

    That is one biased weak ass comparison you got going on there.

  • GrayFox
    • May 31, 2005 at 11:02 PM
    • #6
    Quote from |FRITZ|

    That is one biased weak ass comparison you got going on there.

    agreed

  • Tequila
    • May 31, 2005 at 11:19 PM
    • #7

    Detail textures were superceded years ago by bump/normal/specular maps. Get with the times, grandpa; details make stuff look like papier mache.

  • curman
    • May 31, 2005 at 11:22 PM
    • #8

    gtfo~

  • InsaneSingingBlender
    • May 31, 2005 at 11:33 PM
    • #9

    hey guys im GTFOing

  • PhilipK
    • May 31, 2005 at 11:36 PM
    • #10

    Like said before. You'd have to basicly do one detail texture for each texture. Which would take quite some space and memory.

  • von*ferret
    • June 1, 2005 at 12:00 AM
    • #11

    owned

  • KungFuSquirrel
    • June 1, 2005 at 12:17 AM
    • #12

    No texture in any game looks ultra-spiffy that close, nor should it be expected to in anything for the next generation or two of graphics - and even then it's a waste of time and resources to bother with that small a scale. How much time are people even going to spend that close?

    I can spot the number of repeating tiles at that range in your detail texture shots. If I can see that from poking my face at the ground at that range, just think how blatantly obvious that'll be over an entire scene. Your time is better spent on other features.

  • mikezilla
    • June 1, 2005 at 12:31 AM
    • #13

    also the detail textures look absolutly horrible

  • Section_Ei8ht
    • June 1, 2005 at 5:22 AM
    • #14
    Quote from |FRITZ|

    That is one biased weak ass comparison you got going on there.

  • JynxDaddy
    • June 1, 2005 at 5:29 AM
    • #15

    So hl1 with detail textures runs faster than HL2 with cube/bump etc.

    great news!

  • Minos
    • June 1, 2005 at 6:35 AM
    • #16

    oh why the player model is darker than the rest, looks really weird. The tiles are really bright and the model pretty dark. Does it look like that in distance ?

  • KoKo5oVaR
    • June 1, 2005 at 9:21 AM
    • #17

    Details textures, ugly ? not to my opinion

    [Blocked Image: http://media.teamxbox.com/games/ss/576/1075933113.jpg]

  • Hourences
    • June 1, 2005 at 10:10 AM
    • #18

    You can re use 1 single 512 or 256 detail texture a dozen times. Thats how Unreal is working for years, you dont notice its always the same tex yet it makes stuff look way better near by, normal mapping doesnt help with that at all, and I do look to walls from nearby

    UT1 floortiles = http://www.planetunreal.com/phalanx/Hou ... ot0007.jpg

    More than just a detail tex tho in that pic

  • silver
    • June 1, 2005 at 10:56 AM
    • #19
    Quote

    You can re use 1 single 512 or 256 detail texture a dozen times

  • ctswin
    • June 1, 2005 at 11:04 AM
    • #20

    that often results in it looking horrible though? in your re use of detail textures, you pair them with textures that don't match, and it just ends up looking odd

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