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Remake HL textures

  • DelaZ
  • August 31, 2004 at 8:05 PM
  • zaphod
    • September 21, 2004 at 7:15 PM
    • #541

    looks like a pipe I would not want to lick. looks great

  • Ewok
    • September 21, 2004 at 9:14 PM
    • #542

    Stolve, that looks great. Too big a res for a pipe imo, but it looks sex. You've really come a long way fast from you first nub textures.

    - Ewok

  • spine
    • September 21, 2004 at 9:17 PM
    • #543

    Ohh oh! Sweet sugar Zaphod! Nice!

    st0lve, thats looking nice, you've come a long way since the

    future metal mezzup! Hehe...

    Maybe som bigger or more visable bolts would do nicely...

  • Duff-e
    • September 21, 2004 at 9:31 PM
    • #544

    i just played tisky's song going up and down my block with the SUBS BACH

    all the kids were like "omg h4x 4 duffy plz"

  • Happy C
    • September 22, 2004 at 12:27 AM
    • #545
    Quote from mikezilla

    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.

    Roger that. I strongly suspect I'm not the only one who'd be grateful.

    I'm mainly here to say "way to kick butt, guys - my optical nerves are sore from the eye-popping."

    Great stuff. [Blocked Image: http://pages.cthome.net/slappy/salute.gif]

    That said, I'm gonna' ask the obligatory ignorant noob question: If, eventually, I'm able to snag all this beauty and compress it into a wad for personal use, will the textures show up all nifty and purdy in the original HL engine, provided it's patched up?

  • D3adlode
    • September 22, 2004 at 12:33 AM
    • #546

    Zaphod: Can I sex you? That is possibly one of the best remakes so far!

    Stolve: Pipe looks good, but as others have said it doesn't need to be THAT big

  • t0ast
    • September 22, 2004 at 2:42 AM
    • #547

    [Blocked Image: http://mapcore.org/halflife_jpg/sign10.jpg]

    [Blocked Image: http://img29.exs.cx/img29/9759/hl_sign10.jpg]

    My first photoshop playtime in over a year. Be kind.

    Edit: Oh yes, Also on the upload it renamed it to sign13. In the game it is sign10.

    Edit2: Uploaded correct version and renamed to hl_sign10

  • Minos
    • September 22, 2004 at 2:59 AM
    • #548

    very good negr0r, but make the bottom and top part brighter (sorry if this was already said, 2 lazy 2 read everythign )

  • t0ast
    • September 22, 2004 at 4:00 AM
    • #549

    [Blocked Image: http://mapcore.org/halflife_jpg/sign7.jpg]

    [Blocked Image: http://mapcore.org/halflife_jpg/sign8.jpg]

    [Blocked Image: http://mapcore.org/halflife_jpg/sign9.jpg]

    [Blocked Image: http://img77.exs.cx/img77/4576/hl_sign7.jpg]

    [Blocked Image: http://img77.exs.cx/img77/7394/hl_sign8.jpg]

    [Blocked Image: http://img62.exs.cx/img62/3481/hl_sign9.jpg]

    And yes, I realize that using the same base for the signs can become repetitive, but anyone who decides to point this out should recognize that these signs will rarely be placed near enough to matter, and they will never attempt to be tiled.

    http://www.grif.lv/prods.php?cid=14〈=en

    This website is a great resource for warning signs should anyone else be interested in making them. Keep in mind also, that the object is to make them better. Textures dont necessarily have to be hi res copies. If you can make them better and still fit in the theme then that's the idea. I know alot of the signs in the halflife wad are not close to being accurate to actual signs especially safety signs standardized by different organizations.

  • The Postman
    • September 22, 2004 at 4:48 AM
    • #550

    toast, instead of trying to simulate the removal of paint with the paintbrush tool, use a color selection of a photosource to get a more natural paint removal.

    Like so:

    [Blocked Image: http://img10.paintedover.com/uploads/10/paint_removal_step1.jpg]

    Make a base texture. This is your average flat metal, made with a dark grey background and some nice photosource metal shrunken to fit properly and set to difference as its layer effect at 10% opacity.

    [Blocked Image: http://img10.paintedover.com/uploads/10/paint_removal_step2.jpg]

    Next make your paint as a seperate layer. Then the detail paint (text and outline) as another layer. Fiddle with the colors to suit.

    [Blocked Image: http://img10.paintedover.com/uploads/10/paint_removal_step3.jpg]

    The crucial step. Make your base texture's photosource metal have more opacity so that you can get a good selection with the color selector (select>color range) and eye dropper. Fiddle with the color depth of your selection, but I prefer no greater than 40 for crisp paint flake edges, so I chose 25 this time around.

    [Blocked Image: http://img10.paintedover.com/uploads/10/paint_removal_step4.jpg]

    Now click on the mask tool and convert your color range selection to a mask. Erase portions of it for the non-flaked away sections. Revert to selection and delete the selection from both of your paint layers.

    [Blocked Image: http://img10.paintedover.com/uploads/10/paint_removal_step5.jpg]

    Now it ought to look something like this. Now all that's left is to add little details like rust and perhaps bolts.

    [Blocked Image: http://img10.paintedover.com/uploads/10/paint_removal_step6.jpg]

    I didn't go with bolts at the end of all of this, and settled on just a plain sign with heavy rust. Mmm, rust!

    I hope you enjoyed this quick tutorial!

    -Posteh

  • Skjalg
    • September 22, 2004 at 4:53 AM
    • #551

    very g00 :

  • zaphod
    • September 22, 2004 at 5:32 AM
    • #552

    yer, listen to posteh. Thats how I did the caution paint stuff. I did it a little bit differently, but basically the same end result.

  • engineer
    • September 22, 2004 at 8:44 AM
    • #553

    [Blocked Image: http://mapcore.org/halflife_jpg/sign2.jpg]

    [Blocked Image: http://engy.tgkb.net/Stopsign.gif]

  • tnoh
    • September 22, 2004 at 9:24 AM
    • #554

    I did something simple, i'm new to texturing :wink:

    Generic71:

    [Blocked Image: http://www.planethalflife.com/hiltunen/temp/textures/generic71_old.jpg]

    [Blocked Image: http://www.planethalflife.com/hiltunen/temp/textures/generic71.jpg]

  • KingNic
    • September 22, 2004 at 9:52 AM
    • #555

    I'm very new to texturing, but I decided to give it a go. This sucks I know:

    Origional, c1a4b_w1b:

    [Blocked Image: http://img67.exs.cx/img67/2778/c1a4_w1.jpg]

    Mine:

    [Blocked Image: http://img67.exs.cx/img67/903/c1a4b_w1high.jpg]

    (bad jpeg compression btw)

    EDIT: Origional, c1a4_w5:

    [Blocked Image: http://img57.exs.cx/img57/2606/c1a4_w5.jpg]

    Mine:

    [Blocked Image: http://img57.exs.cx/img57/783/c1a4_w5high.jpg]

  • csharp
    • September 22, 2004 at 12:06 PM
    • #556

    hi! im new here

    [Blocked Image: http://csharp.omena.org/Textuurit/2out_my.jpg]

    [Blocked Image: http://csharp.omena.org/Textuurit/2out_hl.jpg]

    i didnt use mutch time to this..

  • stalnation
    • September 22, 2004 at 2:19 PM
    • #557

    here my first "real" texture...

    old:

    [Blocked Image: http://mitglied.lycos.de/smove2k3/c1a1w1d.jpg]

    new:

    [Blocked Image: http://mitglied.lycos.de/smove2k3/c1a1w1d_new.jpg]

  • t0ast
    • September 22, 2004 at 5:16 PM
    • #558

    I wanted to add rust, but i've never really learned a good way, the rust on the upper left was the best i could create on short time. Just a combination of a few colors, a paintbrush, and blur, smudge, and burn/dodge tools.

  • hazardous!
    • September 22, 2004 at 6:25 PM
    • #559

    It'll probably ruin my reputation before I have any at all, but:

    [Blocked Image: http://img85.exs.cx/img85/1074/functionaltextures.gif]

    [Blocked Image: http://img85.exs.cx/img85/1286/functionaltextures_hiq.jpg]

    I did these just for fun, so you may ignore them.

    Anyway, here's the real texture I tried to remake:

    lab1_slot4d:

    [Blocked Image: http://img70.exs.cx/img70/677/lab1_slot4d.gif]

    [Blocked Image: http://img70.exs.cx/img70/1451/lab1_slot4d_hiq.jpg]

    Obviously I do lack 2d-art skills. My textures either look extremely blurred, or you can pinpoint every single pixel.

    So don't kill me, please.

    *runsforcoverquickyl*

  • The Postman
    • September 22, 2004 at 6:59 PM
    • #560

    Great work Engi and Tnoh!

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