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Remake HL textures

  • DelaZ
  • August 31, 2004 at 8:05 PM
  • Slapshot
    • September 10, 2004 at 9:06 AM
    • #281

    Nicely done all of you. I wet myself at the skills I have seen in this topic.

    Zaph, you braggart!

  • DaNose
    • September 10, 2004 at 1:28 PM
    • #282

    Normal mapping doesnt have to look plastic if a specular/gloss map is used correctly. Plus if you enhance standard normal mapping with virtual displacement mapping (parallax mapping) it would be a neat effect for rock, sand, brick walls, that kind of thing.

    In my opinion the best aspect of normal mapping comes with dynamic lighting, as a light moves across the surface of a flat polygon the diffuse lighting changes to reflect this, it looks realistic and adds to the suspension of belief that games are so keenly aiming for.

    Plus as regards texture resolution Tayl0r, just because a crate is 64 units doesnt mean that in game those 64 units will occupy 64 pixels (or texels rather) so the extra resolution is justified.

    omfg that has to be my longest post ever on any bbs (and its not even that long)

  • DaNose
    • September 10, 2004 at 1:29 PM
    • #283

    oh btw, nice textures all

  • Splitta
    • September 10, 2004 at 1:56 PM
    • #284

    [Blocked Image: http://mapcore.org/halflife_jpg/!toxicgrn.jpg]

    [Blocked Image: http://www.katy-fan.de/!toxicgrn.jpg]

    oh my god, look it's water! and it's toxic! and it's more green then the original one!11

  • kleinluka
    • September 10, 2004 at 2:19 PM
    • #285

    and it doesn't tile!

    you have TWO clearly visible cuts in that texture and its even worse when you repeat it. 512 is a bit of waste for that too, as you basically repeated the same texture over and over again, so you could just as well make it a 256 without any loss of quality

  • GrayFox
    • September 10, 2004 at 2:31 PM
    • #286

    there are three visible cuts

  • Splitta
    • September 10, 2004 at 2:52 PM
    • #287

    argh you're right, how the hell >O<

    gimme some seconds ^^

    €dit:

    okay i replaced it with a 256x256 one, without any cuts x_x

    and now it's tileable (or how ever it's written)

  • Taylor
    • September 10, 2004 at 5:14 PM
    • #288
    Quote from Zaphod

    But what do I know, I have only been working with the engine for two and a half years.

    It's not like it's a stupid thing for me to say with every other engine in existence not doing it and valve even realising videos of them making bump/normal maps. There's no need to be a twat about it.

  • kleinluka
    • September 10, 2004 at 5:31 PM
    • #289

    oh please keep the fighting out of here. It's the longest mapcore thread in history~~~~~

  • Tisky
    • September 10, 2004 at 6:13 PM
    • #290

    I might not be posting more textures by me for a while, i was hookin my new motherboard + PCU and memories onto my comp, and something went wrong. I MIGHT get it to work tonight, il let ya know peeps =)

    And i say again, this is for fun, so stop whining at eachother (no names mentioned)..

    Fallalalaaaa :wink:

  • zaphod
    • September 10, 2004 at 6:42 PM
    • #291
    Quote from Taylor

    It's not like it's a stupid thing for me to say with every other engine in existence not doing it and valve even realising videos of them making bump/normal maps. There's no need to be a twat about it.

    That wasn't meant as a hostile comment to anyone, I was just backing up why anyone should consider my view on the matter. Sorry if you took it the wrong way.

    Anyway, almost all modern engines have this increase in texture resolution, UT, UT2k4, UT3, Source, Painkiller, Max Payne, etc. It's a pretty standard visual requirement, unless you are going for a different look (dewm 3)

  • kleinluka
    • September 10, 2004 at 6:45 PM
    • #292

    ok this ones a bit lame, made it during lunch in a hurry...

    [Blocked Image: http://www.yattahost.com/files1/lab1_w1.jpg]

    [Blocked Image: http://www.yattahost.com/files1/testcrap.jpg]

  • IR
    • September 10, 2004 at 6:58 PM
    • #293

    meh was bored :S~~

    [Blocked Image: http://mapping.nuclear-dawn.net/arjanb/hl.jpg]

    [Blocked Image: http://mapping.nuclear-dawn.net/arjanb/remake_hl.jpg]

  • mikezilla
    • September 10, 2004 at 6:58 PM
    • #294
    Quote from Pericolos0

    the static lighting hl2 has makes bumpmaps pretty useless fps eaters in much circumstancesam i rite????

    thats not exactly correct. The normal mapping in MOST cases is used to accentuate the depth of a texture with some type of specular shine. For instance if you wanted the look of moonlight shining on wet cobblestones, the light itself is static, but on the tiles it moves with the player (visually speaking of course.) In addition by simply normal mapping bricks with a static light source you can have them light as if they were in the enviorment, where as a flat texture can only do this fake. For example on certain sections of the wall it would be lit from the moonlight from the moonlight direction, but if you put a street light below it or something it would be shining under the bricks. So it's actually quite useful, just REALLY difficult to do it correctly without going overboard and getting the afforementioned plasticy/metal fever.

  • zaphod
    • September 10, 2004 at 7:24 PM
    • #295

    that texture pwns IR

    I love all the little nicks and damage in the cracks.

  • KidDynamite
    • September 10, 2004 at 7:31 PM
    • #296

    holy #%@(@ that rocks IR, hotness.

  • Kreigore
    • September 10, 2004 at 8:05 PM
    • #297

    Goodjob as always IR! Love the details!

  • Splitta
    • September 10, 2004 at 9:10 PM
    • #298

    seems like i'm the only noob in here

    great texture IR!

    [Blocked Image: http://mapcore.org/halflife_jpg/+alab1_w6a.jpg]

    [Blocked Image: http://www.katy-fan.de/+alab1_w6a.jpg]

  • OL
    • September 10, 2004 at 9:17 PM
    • #299

    it loooks good, but what IS it

  • Splitta
    • September 10, 2004 at 9:20 PM
    • #300

    i would say a big lightsource?! or maybe a hi-tech freezer

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