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Remake HL textures

  • DelaZ
  • August 31, 2004 at 8:05 PM
  • D3adlode
    • September 22, 2004 at 7:22 PM
    • #561

    Engineer can texture

    Good stuff!

  • tnoh
    • September 22, 2004 at 7:40 PM
    • #562
    Quote from The Postman

    Great work Engi and Tnoh!

    Haha, thanks for the tips

  • kleinluka
    • September 22, 2004 at 8:51 PM
    • #563

    hazardous:

    your edges are too soft. the thing looks very splodgy and the scratches look placed very thoughtlessly like you simply placed them thinking "oh it's metal so its gotta have some scratches... scratch scratch..done."

    Put a little more thought into where these scratches would appear in reality, like around the edges of a surface where it wears off.

  • Gman
    • September 22, 2004 at 11:20 PM
    • #564

    Well, the out_w1c is done... lol, I know it seems like I'm obsessed with that texture.... please don't kill me... yet (posting such all the time... Well this'll be the final, I'm starting work on a different texture now) I hope u like it...

    [Blocked Image: http://img83.exs.cx/img83/7813/out_w1c.jpg]

    [Blocked Image: http://img69.exs.cx/img69/8425/Gman_w1c.jpg]

    oh... and btw, since I sharpened some parts, and made the metal color just slightly different here's a link to the new w1b (just in case s/o is planning to use these together): http://%7boption%7d

  • hazardous!
    • September 22, 2004 at 11:41 PM
    • #565

    kleinluka:

    I was hoping for a few hints from the pros.

    I'm afraid I just can't make no sharp edges. I tend to use the bumpmap filter whenever I want to make the texture to look more steric.

    Indeed I just created those scratches without thinking about them too much.

    But it is almost impossible for me to draw nice thin scratches that don't create ugly aliasing edges. :-?

    Anyway, thanks for the tips. I will revise the texture with those points in mind.

  • this is the clown
    • September 22, 2004 at 11:43 PM
    • #566

    Very nice tutorial Posty

    something i've been wondering how to do alot recently

  • Term
    • September 23, 2004 at 6:48 AM
    • #567

    Yep Ted, nice tutorial indeed! What I find surprising is that, even though I'm sure there's a gazillion ways to receive similar results, every texture pro I met over the years uses the same methods for things like that (color range from base textures and stuff). Given the lack of actual useful tutorials on the web for professional texture editing, it must be some kind of common gene or something

    BTW Ted, you still stick with PS 5.5, stoneage-style? Heh, I know I do... the Fred Flintstone of texture artists :roll:

  • mikker
    • September 23, 2004 at 2:29 PM
    • #568

    Please don't laught at me :wink:

    (btw, anyone knows of some tutorials for a newb like me?)

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

    [Blocked Image: http://img.photobucket.com/albums/v97/mikker/waterblue2.jpg]

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

    [Blocked Image: http://img.photobucket.com/albums/v97/mikker/watergreen.jpg]

  • zaphod
    • September 23, 2004 at 6:01 PM
    • #569

    I think I have mentioned this before, but I keep seeing people making water textures. If you are making water textures with the hope of using them in hl2, it is in vain, since the water in hl2 uses a completley different unique shader, and there is no actual water texture for it. If you are just having fun and practicing you skill, then disregard my comments.

  • Fullauto
    • September 23, 2004 at 6:28 PM
    • #570

    Killjoy

    Gman, it still doesn't look right.... The corrugated metal is too blurry and the window looks like it's floating.

  • mikker
    • September 23, 2004 at 7:31 PM
    • #571
    Quote from Zaphod

    I think I have mentioned this before, but I keep seeing people making water textures. If you are making water textures with the hope of using them in hl2, it is in vain, since the water in hl2 uses a completley different unique shader, and there is no actual water texture for it. If you are just having fun and practicing you skill, then disregard my comments.

    I though about it. Maybe it DID use some sort of texture, but also, that the game properly needed them in the hl2 .wad files.

    ...

    Oh, and yes, to practice my skills too

  • OL
    • September 23, 2004 at 7:40 PM
    • #572
    Quote from mikker

    hl2 .wad files

  • kleinluka
    • September 23, 2004 at 7:41 PM
    • #573

    hl2 doesn't have wads D:

    gman: why are you running a motion blur filter over your texture all the time??

  • InZaneFlea
    • September 24, 2004 at 12:03 AM
    • #574

    Mapper from the No More Room In Hell mod (nomoreroominhell.com) for HL2 here! Just figured I may as well throw some of my work in. new computer though, so I'm dling the wad now! Btw, Tisky...The song rocks.

  • engineer
    • September 24, 2004 at 12:36 AM
    • #575
    Quote from kleinluka

    hl2 doesn't have wads D:

    Oh, so that's why "hello.wad" didn't work with CS:S?

  • Tequila
    • September 24, 2004 at 2:02 AM
    • #576
    Quote from engineer

    Oh, so that's why "hello.wad" didn't work with CS:S?

    Perhaps.

  • D3adlode
    • September 24, 2004 at 2:17 AM
    • #577
    Quote from engineer

    Oh, so that's why "hello.wad" didn't work with CS:S?

  • Gman
    • September 24, 2004 at 9:40 AM
    • #578

    kleinluka: I read a tutorial on making a brushed metal effect that said I should add some noise and a motion blur...

  • insta
    • September 24, 2004 at 9:58 AM
    • #579

    I can see the future, and I can see klein saying "lolo" in his next post on this topic :G

  • mikker
    • September 24, 2004 at 12:48 PM
    • #580

    i know hl2 doesn't have .wad files, but its proberly something quite like it. ".h2t", for examble, i don't know what its called. But i guess its not that diffrent. It needs bumpmapping and such, but if its possible to convert textures easily, it shouldn't be THAT much diffrent.

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