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Remake HL textures

  • DelaZ
  • August 31, 2004 at 8:05 PM
  • PhilipK
    • September 18, 2004 at 10:15 PM
    • #461

    Just made one quickie.

    Pretty bad though :\

    Ill give some other tries later on perhaps.

    Original:

    [Blocked Image: http://blaz.csbanana.com/babtech_dr1e.jpg]

    New:

    [Blocked Image: http://blaz.csbanana.com/blaz_babtech_dr1e.jpg]

  • Taylor
    • September 18, 2004 at 10:18 PM
    • #462
    Quote from mikker

    someone had to do it

    Heh, I posted a little gimmick, but I removed it because I didn't want to detract from the awesomeness of the thread.

  • OL
    • September 18, 2004 at 11:13 PM
    • #463

    thrik is filter master

  • Thrik
    • September 18, 2004 at 11:19 PM
    • #464

    ;D Cutout and colour burn all the way. The underlying image is actually a piece of meat.

    But yes, proper one later.

  • Bolteh
    • September 18, 2004 at 11:19 PM
    • #465

    hmm, im planning on doing the whole tnnl_w... set, but i wonder if anybody else did a tetxure of that set (i thnik i saw one, but not too sure)

  • Minos
    • September 18, 2004 at 11:48 PM
    • #466

    morphit - lose the bevel thing

    blaz ~ very sexy

  • Skjalg
    • September 19, 2004 at 12:15 AM
    • #467
    Quote from PhilipK

    Just made one quickie.Pretty bad though :\

    Ill give some other tries later on perhaps.

    Original:

    [Blocked Image: http://blaz.csbanana.com/babtech_dr1e.jpg]

    New:

    [Blocked Image: http://blaz.csbanana.com/blaz_babtech_dr1e.jpg]

    Display More

    if thats something you can cook up really quick, id like to see what you can do with a some time on your hands...

    BUT!

    I think you have gone just a tad too much creative on that texture...

    it doesnt recemble the original at all... except they are both doors and has warning stripes at the bottom... But even the warning stripes at the bottom is the wrong way

    but its still a nice texture

  • Phlek
    • September 19, 2004 at 1:51 AM
    • #468
    Quote from OL

    im sure no one would have a problem with you using any of their textures, of course alot of them are scaled differently than the origionals (because were sticking with powers of 2, and some HL textures dont) but id say go ahead and use them, since no one seems to have any problem enough to answer.

    I'm with OL, I'm sure no one would mind at all. Just give credit where it's needed I guess.

  • Mauro Rosati
    • September 19, 2004 at 2:08 AM
    • #469

    Interesting work, Congratulations.

  • Mauro Rosati
    • September 19, 2004 at 2:10 AM
    • #470
    Quote from DelaZ

    *EDIT* Half-Life.wad download :

    - http://thomi.muskatli.hu/ftp/half-life/halflife.wad

    - http://lomu.unice.fr/iutstag/knoff/dive ... lflife.wad

    Wally Texture Editor download :

    - http://www.quaketerminus.com/tools/wally_155b.exe

    *super Zaph edit* http://mapcore.org/halflife_jpg/ - if you don't wanna muck around with wally

    I'm trying to get a job @ Nightwatch as a Texture Artist

    aside of Insurgency (http://www.insurgencymod.net) were I am LD & 2D artist.

    So basicly I'm remaking some old HL textures.

    First I make them 512 px and I change them to 256 px once they are finished.

    OLD

    128x160

    [Blocked Image: http://www.insurgencymod.net/team/delaz/files/texture/old_lab.jpg]

    NEW

    256 x 256

    [Blocked Image: http://www.insurgencymod.net/team/delaz/files/texture/lab_00.jpg]

    [Blocked Image: http://www.insurgencymod.net/team/delaz/files/texture/lab_00a.jpg]

    [Blocked Image: http://www.insurgencymod.net/team/delaz/files/texture/lab_00c.jpg]

    OLD

    [Blocked Image: http://www.insurgencymod.net/team/delaz/files/texture/old_texture.jpg]

    NEW

    384x512 (high quality)

    [Blocked Image: http://www.insurgencymod.net/team/delaz/files/texture/texture_00.jpg]

    192x256

    [Blocked Image: http://www.insurgencymod.net/team/delaz/files/texture/texture_01.jpg]

    WIP, More to come...

    Display More

    Me I think they're very very good.

  • Phlek
    • September 19, 2004 at 2:55 AM
    • #471

    I got one from the fifties set:

    [Blocked Image: http://s90567463.onlinehome.us/img/old_tnnldoor.jpg]

    [Blocked Image: http://s90567463.onlinehome.us/img/tnnl_door.jpg]

    Just added the window:

    [Blocked Image: http://s90567463.onlinehome.us/img/tnnl_doorwin.jpg]

  • PistachioZ
    • September 19, 2004 at 3:03 AM
    • #472

    OLD:

    [Blocked Image: http://dynamic6.gamespy.com/~heist/media/maps/lab1_w1a1.jpg]

    NEW:

    [Blocked Image: http://dynamic6.gamespy.com/~heist/media/maps/lab1_w1a.jpg]

    I'm new here, but I've been doing textures for a while now. Hope ya'll like it!

  • Phlek
    • September 19, 2004 at 3:05 AM
    • #473

    PistachioZ: It seems very bright and you've gone away from the original texture by doing that. It almost looks over exposed. The texture on the metal looks good though. BTW, Welcome to the forums!

  • Gman
    • September 19, 2004 at 3:05 AM
    • #474

    Well, I tried out_w1b, this time from scratch (like clayman suggested). I have two versions - a clean and a dirty one. Hope you like it I'll start the window tomorrow so I can develop it into w1c... PS: I must say I'm stoked with all the texes I see here, nice work ppl, keep it up

    Original

    [Blocked Image: http://img81.exs.cx/img81/1384/out_w1b.jpg]

    NEW (CLEAN)

    [Blocked Image: http://img89.exs.cx/img89/7277/boogeh78clean.jpg]

    NEW (DIRTY)

    [Blocked Image: http://img37.exs.cx/img37/8712/boogeh78dirty4.jpg]

  • Phlek
    • September 19, 2004 at 3:08 AM
    • #475

    Gman, that dirty one looks like someone splashed orange paint on the wall. The texture itself looks almost blurred, like you resized from the original texture (even though you said you started from scratch). Good start though.

  • happyernst
    • September 19, 2004 at 3:43 AM
    • #476

    Wow! Hi all ....Nice Work here , Respect !

    sorry a little question about this-->

    Quote from Zaphod

    there will be a tool released that will automatically go through the hl1 maps and replace the old hl wad textures and replace them with new high rez ones and re-scale them.

    Where can I find more informations about this?

    Because without this tool we do not come to the goal i think!...?

    also is that not correct that some remakes here have probs ingame later? ..for example the IR

    remake here :

    http://www.mapcore.net/forums/viewtopic ... &start=300

    the orginal covers 4 walls the remake only one wall..

    Its only a ask why and I have no skills... and am pleased that here so many cool work ! thx loove all here

  • Minos
    • September 19, 2004 at 5:08 AM
    • #477

    original

    [Blocked Image: http://img81.exs.cx/img81/1384/out_w1b.jpg]

    mine

    [Blocked Image: http://www.leveldesign.com.br/minotauro/images/hltex00.jpg][Blocked Image: http://www.leveldesign.com.br/minotauro/images/hltex01.jpg][Blocked Image: http://www.leveldesign.com.br/minotauro/images/hltex02.jpg][Blocked Image: http://www.leveldesign.com.br/minotauro/images/hltex03.jpg]

  • PistachioZ
    • September 19, 2004 at 5:15 AM
    • #478

    Lovin' it Minotauro. Anyways, I made some more...

    [Blocked Image: http://dynamic6.gamespy.com/~heist/media/maps/xcrate11a.jpg]

    [Blocked Image: http://dynamic6.gamespy.com/~heist/media/maps/xcrate11a1.jpg]

    [Blocked Image: http://dynamic6.gamespy.com/~heist/media/maps/xcrate11b.jpg]

    [Blocked Image: http://dynamic6.gamespy.com/~heist/media/maps/xcrate11b1.jpg]

    [Blocked Image: http://dynamic6.gamespy.com/~heist/media/maps/xcrate11c1.jpg]

    [Blocked Image: http://dynamic6.gamespy.com/~heist/media/maps/xcrate11c.jpg]

    [Blocked Image: http://dynamic6.gamespy.com/~heist/media/maps/xcrate11d1.jpg]

    [Blocked Image: http://dynamic6.gamespy.com/~heist/media/maps/xcrate11d.jpg]

    [Blocked Image: http://dynamic6.gamespy.com/~heist/media/maps/xcrate11e.jpg]

    [Blocked Image: http://dynamic6.gamespy.com/~heist/media/maps/xcrate11e1.jpg]

    Enjoi!

    EDIT: One more for the night:

    OLD:

    [Blocked Image: http://dynamic6.gamespy.com/~heist/media/maps/out_mud1.jpg]

    NEW:

    [Blocked Image: http://dynamic6.gamespy.com/~heist/media/maps/out_mud1_1.jpg]

  • Kragoth
    • September 19, 2004 at 5:47 AM
    • #479

    I think that what you guys are doing is excelent. And once i finish this semester of uni I may even try join in. HOWEVER. If this is going to work there needs to be some sort of organisation. Because everybody is doing a texture here and there but no one is looking at what textures join onto which other textures and making sure that it looks 'right'. You dont wanna walk into a room and have 10 different looking cement walls where really the only difference should be that one wall has pipes on it and the other has a fan on it. I think you get what i mean.

    Ultimately I hope that we will be able to play Halflife Source with high quality textures. But if you wanna make it good. You all gota work together not every man for himself.

    Just a thought

  • OL
    • September 19, 2004 at 5:49 AM
    • #480

    makes sense

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