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Remake HL textures

  • DelaZ
  • August 31, 2004 at 8:05 PM
  • Bolteh
    • September 19, 2004 at 7:31 PM
    • #501

    lol

    50% of the textures in those wads havent even been used in halflife itself

    know your game soldier

  • PistachioZ
    • September 19, 2004 at 7:54 PM
    • #502

    My bad, I thought he meant were those even in the wad, but in the game no. Sorry

  • xempest
    • September 19, 2004 at 9:46 PM
    • #503

    IIRC the eagle tex and the white house tex are in Gordon's locker during the first segment of the game.

  • Bolteh
    • September 19, 2004 at 10:26 PM
    • #504

    no, thats a pic of some famile and a cup of coffe :x

  • xempest
    • September 19, 2004 at 10:44 PM
    • #505

    I guess not... I know I've seen them somewhere in the game, possibly in some office during the office complex sequence.

  • mikezilla
    • September 19, 2004 at 10:52 PM
    • #506

    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.

  • Tisky
    • September 19, 2004 at 10:55 PM
    • #507

    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.

  • Phlek
    • September 20, 2004 at 12:36 AM
    • #508

    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.

  • kleinluka
    • September 20, 2004 at 2:07 PM
    • #509

    geee. this thread is indeed ON FIRE. I'll make some more shiz after work.

  • spine
    • September 20, 2004 at 6:27 PM
    • #510

    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]

  • Dranore
    • September 20, 2004 at 6:43 PM
    • #511

    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

  • kleinluka
    • September 20, 2004 at 7:11 PM
    • #512

    looks spot on except the middle part with the wires and stuff has too much black in it for my taste and looks too flat.

    Quote from mikezilla

    you guys are ON FIRE.ON.

    FIRE.

    Me and Jeramy are posting some surprise ones later today.

    you're slow.

  • Fullauto
    • September 20, 2004 at 7:37 PM
    • #513

    You hit the mark spine, good job.

    I like that particular texture series, they're pretty cool.

  • KidDynamite
    • September 20, 2004 at 8:00 PM
    • #514

    /me poops himself! holy cow its waldo <3 waldo!!!

    Great work on all the textures A-M-A-Z-I-N-G!

  • zaphod
    • September 20, 2004 at 10:09 PM
    • #515
    Quote from Waldo

    HL1 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.

  • Bolteh
    • September 20, 2004 at 10:14 PM
    • #516

    what? the hires rescaled to fit the original or the original rescaled to fit the hires? (in the map this is)

  • Fullauto
    • September 20, 2004 at 10:23 PM
    • #517

    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.

  • zaphod
    • September 20, 2004 at 10:46 PM
    • #518

    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]

  • Duff-e
    • September 20, 2004 at 10:49 PM
    • #519

    in the words of peter griffin

    "you.....are......GOD(s)"

  • MacMan
    • September 20, 2004 at 11:27 PM
    • #520

    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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