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Remake HL textures

  • DelaZ
  • August 31, 2004 at 8:05 PM
  • Aleksbmw
    • December 5, 2004 at 5:39 PM
    • #761

    Here are my first "official" textures, use it for whatever you want just include me in the readme. That special forces box replaces the radio in opfor.

    [Blocked Image: http://home.broadpark.no/~alejoha/sign_loader.png]

    [Blocked Image: http://home.broadpark.no/~alejoha/+0~lab_crt1.png]

    [Blocked Image: http://home.broadpark.no/~alejoha/+0c3a1_nrc1.png]

    [Blocked Image: http://home.broadpark.no/~alejoha/+1c3a1_nrc1.png]

  • fraggeroni
    • January 18, 2005 at 8:33 PM
    • #762

    Hello, I'm new to this forum.

    I'm glad to show this remake.

    don't flame me if this already remade!

    old:

    [Blocked Image: http://mapcore.org/halflife_jpg/-4tnnl_w4.jpg]

    New:

    [Blocked Image: http://xs12.xs.to/pics/05032/brickwall.jpg]

    should be:

    [Blocked Image: http://xs12.xs.to/pics/05032/brickwall_right.jpg]

    Normal mapping:

    [Blocked Image: http://xs12.xs.to/pics/05032/brickwall_NM.jpg]

    Edit:

    version 2:

    [Blocked Image: http://xs12.xs.to/pics/05032/brickwall2.jpg]

  • csharp
    • January 18, 2005 at 9:39 PM
    • #763

    Good Work Guys

  • von*ferret
    • January 18, 2005 at 9:45 PM
    • #764

    Nobody would flame you for contributing in what ever way. Nice job. I like how you included normal maps.

  • fraggeroni
    • January 18, 2005 at 10:00 PM
    • #765

    Thanks!!!

    I'll make some more...

  • Minigun_Fiend
    • March 31, 2005 at 2:12 PM
    • #766

    My firt try at redoing a HL1 texture; please don't flame, just give constructive criticism

    NB: Do you think the dodge is a little strong? I'm not sure.

    [Blocked Image: http://img.photobucket.com/albums/v607/Minigun_Fiend/wallcompare.jpg]

  • DaanO
    • March 31, 2005 at 2:25 PM
    • #767

    Edges look all a bit too shiny and the textures could be sharper as well.

  • ReNo
    • March 31, 2005 at 2:40 PM
    • #768

    I agree - I think you are trying to put too much depth into it with highlights and shadows, where you should probably try and do it with a normal map. Better than I could do though

  • Kalashnikov
    • April 10, 2005 at 8:43 AM
    • #769

    Hello everyone,

    I'm Kalashnikov from the Black Mesa: Source modification and as we are presently seeking texture artists to fill positions on-board the development team, we were wondering if any of you are interested in working on such a project. If this is not possible for whatever reason, would you be interested in seeing your work in the modification? There are many very good quality pieces of work here and we would be honoured to be able to use them in BMS. If interested, please contact myself via: [email protected]

    Either way, keep up the excellant work.

  • kleinluka
    • April 10, 2005 at 4:49 PM
    • #770

    Didn't you guys already open up a thread about this in Classifieds?

  • Term
    • June 9, 2005 at 12:50 PM
    • #771

    Hi guys, I finally got around to making the texture I promised... umm... a year ago? I still had an early template for the remake floating around and as I currently get back into texturing after a long pause from Photoshop, I thought a complex texture like this would be a good start to get into gear again.

    Original:

    [Blocked Image: http://www.spaceman.de/half-life/console_96.jpg]

    Remake:

    [Blocked Image: http://www.spaceman.de/half-life/console_256.jpg]

    The photo references and handdrawn stuff don't blend together quite as good as I wished they would, but after several hours of fiddling with that bitch of a texture I decided it's good to go, heh.

    BTW, as I know there's many industry buffs hanging around here: if any of your companies has use for a contractor in texturing or/and level design, I'd be glad to apply. Unfortunately I had to get out of a running project early and I'm actively seeking new projects.

  • DaanO
    • June 9, 2005 at 1:22 PM
    • #772

    I think it looks really cool, only that post-it note looks a bit strange.

  • Term
    • June 9, 2005 at 1:26 PM
    • #773

    Yeah, it's just a reminder for me, it reads "Get a job you bum!"

    /edit

    The "sans post it" version:

    [Blocked Image: http://www.spaceman.de/half-life/console_256_2.jpg]

  • st0lve
    • June 9, 2005 at 5:45 PM
    • #774

    Nice mr. Poke646.

  • mike-0
    • June 9, 2005 at 6:24 PM
    • #775

    i think mapcore should take over the "black mesa source" team

    i need to look up some tutorials about texturing

  • DaanO
    • June 9, 2005 at 9:36 PM
    • #776

    Yeah that'd be interesting

  • Term
    • June 9, 2005 at 9:52 PM
    • #777

    Funny coincidence, I just wanted to fiddle a bit with normal maps tomorrow (haven't done that too much before). Normalmapping this texture is a daunting task, though... but what better way to learn

    So expect the normal map and an ingame shot sometime tomorrow.

  • Term
    • June 9, 2005 at 11:02 PM
    • #778

    Gaaah, model that flux capacitor thingie?! No way, too much hassle Stuff like that would likely be modelled in the first place, without creating a diffuse map with such detail at all. But as this here is more of an experimental thread about how to enhance HL1 textures, I think I stick with the much more time saving method of creating the normal map in PS from a grayscale image of the height proportions in the original diffuse map.

    Granted, it will look a bit odd and not as fancy as a 'modelled' normal map - but it is just a training exercise for me and I think most base textures you do nowadays don't require such a complex normal/bump map anyway - the detail comes with the models.

  • DaanO
    • June 9, 2005 at 11:51 PM
    • #779

    Humpf, generating bumpmaps from heightmaps in Photoshop never worked for me, would you mind giving a few directions? (Oh and i have read tutorials but it. just. doesn't. work. ack)

  • kleinluka
    • June 10, 2005 at 5:08 AM
    • #780

    Just did a quick normal map for that in PS. Normally I'd go in and model the shape of the monitor to be a bit concave and other rounded shapes like the thing in the bottom right but this was just for quick show that its possible to do most of that stuff in PS very quickly.

    Diffuse:

    [Blocked Image: http://img170.echo.cx/img170/9543/normalmaptestd9kb.jpg]

    Grayscale for Normal conversion:

    [Blocked Image: http://img184.echo.cx/img184/2742/normalmaptestg9vd.jpg]

    Normalmap:

    [Blocked Image: http://img184.echo.cx/img184/2363/normalmaptestn4fg.jpg]

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