lol
50% of the textures in those wads havent even been used in halflife itself
know your game soldier ![]()
lol
50% of the textures in those wads havent even been used in halflife itself
know your game soldier ![]()
My bad, I thought he meant were those even in the wad, but in the game no. Sorry
IIRC the eagle tex and the white house tex are in Gordon's locker during the first segment of the game.
no, thats a pic of some famile and a cup of coffe :x
I guess not... I know I've seen them somewhere in the game, possibly in some office during the office complex sequence.
i cant believe this topic is this long...
we're gonna have to set up a page with just the textures on it soon . its getting hard for new people to see all the cool stuff on here.
Shit, i havent been here for quite some time now, since ive been enjoying my new computer which rocks totally.
btw, Waldo as in DOD team Waldo?
Yeah mikezilla, gives us a page, i suck at pages.
If you made a page, you could just split it into sections (one for each artist or something). Then just have the original HL texture and the new one right next to it. Just an idea.
geee. this thread is indeed ON FIRE. I'll make some more shiz after work.
Hey, some realy nice work here, fun idea!
Been buissy for a while, ehrm, but back again, havin a go at the texture
called "c2a4x_2he".
Not happy with the tubes, and host dont support bmp so this jpg lost some
color a long the way...
If aceptable I will try for the rest in the series :wink:
Original
[Blocked Image: http://www.home.no/spine/c2a4x_2he.jpg]
Mine
[Blocked Image: http://www.home.no/spine/c2a4x_2he_spine.jpg]
True to the original for the most part. It's a bit cementy, and I'd work on the red glow inside... the background behind the panel looks completely flat with some red oddly applied to it... the original has more of solid red light look to it that I would let bleed onto those wire/pipes. GJ though.
If someone gets that webpage rolling, someone shoudl dump all the originals to it so we can see what hasn't been done yet. It's a bit tedious to go through 35 pages of posts. ![]()
-Dranore
You hit the mark spine, good job.
I like that particular texture series, they're pretty cool.
/me poops himself! holy cow its waldo
waldo!!! ![]()
Great work on all the textures A-M-A-Z-I-N-G!
Quote from WaldoHL1 did get ported, and so all the textures you're doing have "their place" in the port. I see no reason why when it's released, someone couldn't take these images and replace the existing material images with them.What's going to be the biggest issue is the rescaling of all these textures in the original map source. The port is done with all the original textures in their original scales. So you can't just toss in a 256x256 replacement for a 64x64 without modifying the original map source. Though their scale didn't change, they did get improved by adding reflective properties, etc.
FYI, as some of you (*cough*Zafod*cough*) may know, Source textures are now refered to as "Materials". Each one is in it's own pair of files, rather than being crammed into a "wad" file. The first file for a material stores the image (basically), and the second is a text file containing specs on the material. Stuff like it's material (wood, metal, etc.), what image to show in the editor, properties for water (like reflection, fog when viewed from out of the water, and when in, etc.), two materials you can use if you want to blend two of them together, and a lot of other stuff I shouldn't talk about :^)
macman told me that there is a tool that will replace all the textures and rescale them automatically to fit correctly.
what? the hires rescaled to fit the original or the original rescaled to fit the hires? (in the map this is)
If I'm reading it correctly it'll change the original texture alignment scales on the hl bsps to fit the new high res textures. If this is the case you'll have to be pretty damn accurate with regards to feature placement on the new textures.
yes, as far as I understand it, this is how it will work.
I had a few spare minutes so I thought I would contribute a small token to this glorious thread.
[Blocked Image: http://mapcore.org/halflife_jpg/c2a2a_lift2.jpg]
[Blocked Image: http://marshmonkey.com/caution.jpg]
in the words of peter griffin
"you.....are......GOD(s)"
Hey all! Thought I'd join in the fun and give you specifics. Here's the current process for porting a HL1 based map.
1. Convert the wad file or .bmp's to HL2 format - a dos tool called xwad will do the conversion for you, or you can do it by hand. Converting means:
a. change the texture from 8bit to 24bit.
b. rescale the texture to the nearest power of two (xwad will go always go larger so that you don't loose resolution).
c. Create a matching .vmt for each texture (xwad will create default .vmt's for each texture in a wad)
2. Convert the map to HL2 format - Load the HL1 .map file into the current version of Hammer. Go "file" "Convert WAD -> VMT". Hammer will compare the original textures size and offset with your newly converted textures and it will adjust the offset and scale accordingly.
3. Save your newly converted map as a .vmf.
4. Compile!
What all this means is that if you have the source files for a map, it's super easy to convert to HL2 and use high res textures. However, this brings up an interesting point. I'm not currently aware of a method to change resolution of textures in a map that is already compiled (especially since a higher resolution texture would also effect lightmaps).
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