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SoW1 vs. HL2 - Graphic quality

  • Zacker
  • May 31, 2005 at 10:31 PM
  • Zacker
    • June 1, 2005 at 11:11 AM
    • #21
    Quote

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

    Well, the HL2 tiles were much bigger and I wanted the pics from the same distance(to prevent bias), so that is just the logical result...

    Quote

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

    It is? I actually tried to find as similar textures as possible and tried to keep the distance the same and all that. Biased comparisions are worth nothing.

    Quote

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

    Wrong. You just need one for each type of material, eg. rocks, concrete, etc.

    Quote

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

    That was not the point you dumbass...

    Quote

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

    Indeed. In the V-erc tutorial about it and in CS:Z it look incredible crappy. This is probably why that many people dislike detail textures.

  • Hourences
    • June 1, 2005 at 11:17 AM
    • #22

    A true detailtexture, just like a Macrotexture btw is tiling and repeating. Its scaled down to about 8 times the original texture and laid on top of the diffuse tex, so it doesnt matter if its the same texture as the diffuse or not because its going to get rescaled and thereby appear different anyway

    Macrotextures are often forgotten but great stuff, other way around, an overlay texture thats bigger than the diffuse one so you can make a rock wall for example that looks more unique

    Less tiling, the overlay macrotexture hides the repeating patern of the regular diffuse texture

  • RD
    • June 1, 2005 at 2:57 PM
    • #23

    [Blocked Image: http://www.insurgencymod.net/argyll/hl2/no_chance.jpg]

    [Blocked Image: http://www.sandsofwar.net/images/4452_1115564545.jpg]

    Quote from Zacker

    Biased comparisions are worth nothing.

  • st0lve
    • June 1, 2005 at 3:42 PM
    • #24

    Detail textures was like 2-3 years to late for HL.

  • Captain P
    • June 1, 2005 at 4:20 PM
    • #25
    Quote from Zacker

    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?

    Let's talk about all the other features that HL2 has over HL... that 900 mhz difference surely isn't caused by detail textures...

    I agree detail textures can make a surface look more 'cool', but then again, I'd rather have the whole load of shader stuff and other features than just a detail texture.

    And the fact that I didn't notice the absence of detail textures in HL2, just because those levels looked very convincing, does say something... I think the overall impression is much more important than the extra detail on your textures.

    As for macrotextures, they're good stuff in 3D RTS games (nice for simulating cloud shadows too).

  • mikezilla
    • June 1, 2005 at 4:55 PM
    • #26

    hl2 wins

    everyone go home.

  • mike-0
    • June 1, 2005 at 5:02 PM
    • #27

    i just d/led sands of war... zacker took those pics standing, just looking at the ground. the hl2 pics he took are noclipped as close to the ground as he could get without clipping through the brush.

    fucking bullshit, gtfo

  • Zacker
    • June 1, 2005 at 6:33 PM
    • #28
    Quote

    that 900 mhz difference surely isn't caused by detail textures...

    That is one of my points. Detail textures could have been added without raising the requirements very much.

    Quote

    hl2 wins

    Quite some genius people around here...

    Quote

    i just d/led sands of war... zacker took those pics standing, just looking at the ground. the hl2 pics he took are noclipped as close to the ground as he could get without clipping through the brush.fucking bullshit, gtfo

    That was not exactly smart of you to post. Everybody got HL2 and everybody can download SoW1 and find out that your post is very wrong. I could say something like "OMG MIKE-O you suck balls and your post is fucking bullshit, gtfo!!!". I prefer just recommending people to check it out themselfs though.

  • Algor
    • June 1, 2005 at 6:43 PM
    • #29

    You should focus on making your textures look more appealing rather than gimmicks like detail textures.

    Looks like a nuclear bomb went off in your SoW pics and my eyes want to bleed...

    And it would not be wise to be a smart ass to the admins / owners

  • sensee
    • June 1, 2005 at 6:59 PM
    • #30

    Now everybody hates SoW

    Actually I think detail textures are cool (some of them were used in de_dust2 at very few locations) but there's no need for them if the texture is already nice and hi res.

  • Zacker
    • June 1, 2005 at 7:33 PM
    • #31
    Quote from Algor

    And it would not be wise to be a smart ass to the admins / owners

    Hmm yeah, that comment to MikeZilla was maybe not smart. I was just tend to get angry when people such as Mike-O say down right wrong things - especially when he must have been fully aware of it if it he checked it himself. My anger should not have been directed at you MikeZilla, I apologize.

    Quote

    why don't you have a try at it? To see what the impact would be. Write yourself a detail texture shaderi'm curious how a texture with 5 layers would run (specular, diffuse, normal, detail and lightmap) as opposed to the 3 layers with no pixel shaders in hl1...

    Lol? I am project leader and level designer - not HLSL expert. I will hear our coders if they can implent it though.

  • mike-0
    • June 1, 2005 at 8:48 PM
    • #32

    Zacker, in case you havent noticed, your screens are total bullshit. Thus you are the wrong one.

  • FrieChamp
    • June 2, 2005 at 8:12 AM
    • #33

    Everyone relax......breath in......and breath out.....and breath in......and breath out......now give yourselves a hug, you are shouting at each other about "detail textures", now that's a reason for a fight

  • RD
    • June 2, 2005 at 11:18 AM
    • #34

    Its about the ridiculous comparison Friechamp. SOW screens have textures downscaled, well lit and faced straight on. HL2 screens r dark, textures stretched and faced from an angle

  • Zacker
    • June 2, 2005 at 11:28 AM
    • #35

    Why do some people in here just have to make retarded comments? No, the SoW textures are scaled at 1, it is only the detail texture which does it. I just took the first tiles I could find in HL2(transtation) and the rocks are from the first I could reach in C17 highway.

    Should I have increased the brightness on the HL2 pictures afterwards to make them equally lit? That would just make it even more biased imo.

    I tried to face them with the same angle, distance and all that. There might be some small differences between the pictures but you are either blind or down right retarded if you dont get the point.

    Mike-O, I still say: Everybody can go in and check that that is how the tiles in HL2 look like if you duck - no clippping or other wierd tricks.

  • Kosmo
    • June 2, 2005 at 12:41 PM
    • #36

    Now Detail Textures are really nice.. for me to poop on.

    Who the hell cares what textures look like when you are looking straight down crouching? And if you do, then I suggest that you start enjoying about that quietly in your own privacy, because it is like shit fetish, something we all know happens but we don't actually want to hear the details about.

    Don't you think that Valve and dozens of other companies would have used them if they are gods gift to makind like you are implying?

    There are literally hundreds of technologies that would have been cool but are not used just because they found out a better way to do it, for instance, I think detail maps are not used since they are not shader based like many effects these days, and we are moving towards shader based effects for a good reason, they are supported by the graphics cards. Hell I would like that texels would be used in games but they are not becuase it is the worst thing invented since 80s.

  • insta
    • June 2, 2005 at 12:53 PM
    • #37

    This sure is a worthwhile discussion

  • Captain P
    • June 2, 2005 at 1:51 PM
    • #38
    Quote from Zacker

    That is one of my points. Detail textures could have been added without raising the requirements very much.

    Sure they could have been added. My point was, however, that I probably wouldn't even have noticed it, and that it wouldn't have added significantly to the impression the levels already made.

    Taking into account the amount of time HL2 took to create, and the 1-year delay it had, I doubt that most people would've liked that extra detail texture if it meant another month or so of delay. I think Valve's time was best spent on the shaders and such. Those things make surfaces actually behave like their real-life counter-parts, where detail textures just make a texture look higher-res.

  • JynxDaddy
    • June 2, 2005 at 1:53 PM
    • #39

    Someone find that screenshot Mazy posted of CS:S running on his Alienware pc.

  • Defrag
    • June 2, 2005 at 2:12 PM
    • #40

    The SoW textures look nice for HL1, but it still looks like someone bukakked difference clouds blotches all over them. What the hell are the greyish blotches meant to be? It's a pretty stupid comparison. Most of the time I see HL2 textures they're very sharp and detailed because of the increased texture size. The overall effect is more important than two screenshots that aren't close to even (texture scale, lighting, position when taking the screenshot etc).

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