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Remake HL textures

  • DelaZ
  • August 31, 2004 at 8:05 PM
  • Biohaz@rd
    • November 21, 2004 at 10:47 PM
    • #741

    Hi guys, I'm new here, and I want to ask you If you would let us use some of your GREAT textures in a MOD we're doing called "The Last Citizen". If you want you can check the website at http://tlcmod.mybesthost.com

    Thanks

  • d'keesto
    • November 22, 2004 at 4:41 AM
    • #742

    Hey, everyone. I saw some great textures here and want to invite you to participate in a project I'm starting...just take a look.

    http://www.halflife2.net/forums/showthr ... ost1011274

  • JJ45
    • November 22, 2004 at 5:06 PM
    • #743

    Hey! I suggest you submit your textures to that Halflife2.net project.

    Also, make the grain less transparent + keep the color and brightness the same!!

  • JJ45
    • November 22, 2004 at 5:27 PM
    • #744
    Quote from Bolteh

    i have a question :xif you take all these highres textures, put them in a wad and replace that wad with the original wad from hl.. will those work? or do they have to be the exact same size as the original textures :x

    I hope someone makes a program to edit the texture alignment in RMF's to match these new textures !

  • mrhappy
    • November 22, 2004 at 8:57 PM
    • #745

    Hey... looks like some nice textures here. Only problem I see is you guys really need some organization here. That is if you are serious about re-texturing HalfLife.

    There are 3250 HL textures so the sooner you organize the better off you will be.

    Some suggestions.

    1. Find a central place to store each new texture. So you dont loose any.

    2. Get someone with some php and mysql knowledge to build a database for submission of textures. Once a texture is done and uploaded you check it off of the list. Or better yet have somone ok the quality then check it off the list. Possibly even make it a module for phpbb so you dont even have to exit the board.

    3. Make some very simple rules about submitting. For example how large the textures should be. 2X bigger or something. Make it clear that they should be to the same scale as the original. Also ensure people know to test them and make sure that they line up.

    That is if you are serious about doing this.

  • st0lve
    • November 22, 2004 at 8:58 PM
    • #746

    Um, I guess we never actually wanted to make it a wad or anything, Delaz (I think) just started with some texture samples, and we continued.

    Its just practice I think D:

  • mrhappy
    • November 22, 2004 at 9:06 PM
    • #747

    Ouuu... never mind then.

    Nuts, i really wanted to see my halflife all spiffed up wiff new textures.

  • Raptor10001
    • November 23, 2004 at 6:15 AM
    • #748

    this thread needs more normal maps

  • kleinluka
    • November 23, 2004 at 1:35 PM
    • #749

    make some

  • curman
    • November 23, 2004 at 2:39 PM
    • #750

    HAY ALL! I'm curman!! i'm from this new kick-ass military mod where it's NATO vs THE NAVY SEALS (yeah pretty kick ass idea i kno!) I just wanted 2 let you all know im using your textures (and won't give credit) so thanks! LOL

  • von*ferret
    • November 23, 2004 at 6:25 PM
    • #751

    this thread needs less talk and more media. Didn't I say I'm going to start deleting posts if they aren't showing off work or commenting directly at a certain artists work?

  • Raptor10001
    • November 24, 2004 at 5:46 AM
    • #752

    My first crack at this. I don't know if this is for HL: S or not (and I'm too lazy to read through 51 pages of this). So...his is intended as a concept for the Source Engine.

    Original by PistachioZ

    [Blocked Image: http://dynamic6.gamespy.com/~heist/media/maps/lab1_w1a.jpg]

    Normal Map

    [Blocked Image: http://sicc.gavascript.com/HL2_Remake/lab1_w1a_normal.jpg]

    I'm not a very good texture artist...but if PistachioZ could get me some good diffuse and bump textures of this, that would be nice.

    I'm gonna start working on others if people see potential in this...I can also take requests, if anyone wants their texture 'normalized'...

  • kleinluka
    • November 24, 2004 at 3:01 PM
    • #753

    Raptor,

    really nice. The color and detail is excellent. You should get rid of the harsh black shadows on your diffuse and let the normal map do the job.

  • Raptor10001
    • November 24, 2004 at 3:39 PM
    • #754
    Quote from kleinluka

    Raptor,really nice. The color and detail is excellent. You should get rid of the harsh black shadows on your diffuse and let the normal map do the job.

    Thanks...one thing though...it's not my diffuse map. It was made by PistachioZ, so the credit for that should go to him (i did mention that in my original post ). I thought it would be more appropriate if he/she provided me with a diffuse rather than me painstakingly painting out all of the shadows.

    So PistachioZ, if you're still out there, help me out!

    In the meantime, here's something else I've been working on:

    Original by Tisky

    [Blocked Image: http://server5.uploadit.org/files/Tiskaite-tnnl_w12.jpg]

    Normal Map

    [Blocked Image: http://sicc.gavascript.com/HL2_Remake/Tiskaite-tnnl_w12_normal_old.jpg]

    It was pretty simple and straight forward. I'm working my way up to the HEV Recharge texture. Like before, I'm still new to this, so if the original artist could hook me up with a proper diffuse map or something, that would be nice.

  • kleinluka
    • November 24, 2004 at 5:01 PM
    • #755

    pretty good but i think you could have worked in the cracks at the bottom a bit better. and don't make the normal map just cracks only. Add a very subtle texture for the actual wall and see how that looks in combination with the cracks.

  • Raptor10001
    • November 24, 2004 at 5:55 PM
    • #756

    Here's an update. This one looks great in real-time.

    [Blocked Image: http://sicc.gavascript.com/HL2_Remake/Tiskaite-tnnl_w12_normal02.jpg]

  • kleinluka
    • November 24, 2004 at 7:03 PM
    • #757

    can you take some pics of that in the engine?

  • Raptor10001
    • November 24, 2004 at 7:53 PM
    • #758

    here's an animation of a light moving around the texture.

    http://%7boption%7d

    (Right-Click, Save Target As...)

    here's a screenshot of it in real-time within 3ds max

    http://%7boption%7d

    To do this I used a combination of photoshop and modelling in 3d. For some details like the groove near the bottom, I modelled that in 3d. For the scratches and more subtle stuff, I used a photoshop manipultion of the original texture as a bump map in 3ds then used that with the modelled geometry to generate the normal map.

  • poweri
    • November 26, 2004 at 11:21 PM
    • #759

    Made one too -

    [Blocked Image: http://www.jakoavain.net/stuff/rm-tnnl_w12-normal.jpg]

  • kleinluka
    • November 27, 2004 at 3:30 AM
    • #760

    too strong and too fuzzy

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