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Remake HL textures

  • DelaZ
  • August 31, 2004 at 8:05 PM
  • Term
    • June 10, 2005 at 6:03 AM
    • #781

    Hey that looks awesome already, especially considering you didn't have access to the source file at all! I did a quick shot of it in the halfassed engine I recently worked with, but the rendering quality of the engine is subpar (to say the least):

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

    It would be cool if someone could make a screenshot in a more decent rendering system, currently I don't have many games installed on my system and have to stick with this older engine.

    I'll have my go at the normal map later today, now I first need to have my cereals and stuff (Daniel, soll ich ein Nutella-Brötchen auf Dein Wohl mitessen oder gibt's das Zeug inzwischen auch in Übersee? ).

  • Zacker
    • June 10, 2005 at 11:50 AM
    • #782

    That texture looks cool and so does the normal map for it:) It does however really beg for a higher res.

    Lol @ the Nutella-Brötchen, don't they have such stuff in Montreal?

  • InsaneSingingBlender
    • June 10, 2005 at 1:20 PM
    • #783

    very nice

    doom 3 is teh best engine

  • Term
    • June 10, 2005 at 1:38 PM
    • #784

    Zacker: Not sure about Canada, but I know a lot of people in the US who smuggle a couple glasses overseas everytime they visit Europe

    @ISB: Do I read it right that you suspect this to be the D3 engine? Unfortunately it's not :roll: I can't talk about the engine (NDA yadda yadda...), but trust me you wouldn't want to work with it.

    Ok, I'm done with my normal mapped version. As a test I used the ATI Normal Map Generator instead of the Photoshop-Plugin from nVidia (which I used before), the resulting normal map seems a tad bit crispier to me:

    Grayscale:

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

    Normalmap:

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

    Ingame:

    [Blocked Image: http://www.spaceman.de/half-life/console_normal2.jpg]

    The end result doesn't look that different from Kleinluka's, though. Very nice work, dude! :wink:

  • kleinluka
    • June 10, 2005 at 1:56 PM
    • #785

    Nutella gibbets hier auch

    Thats a nice normal, see you added the nice concave crap that i didnt bother doing. For some reason the nvidia plugin doesnt do gradients, I'll have to check out the Ati plugin.

    good work, looks nice.

  • Term
    • June 10, 2005 at 2:17 PM
    • #786

    Yes, my gradients with the nVidia plugin always looked poop, that's why I tried ATIs solution to it (I only heard good things about it). It's a bit hard to find on their site, so here's a link. Note that they don't sport a PS plugin though, it's a standalone app which makes it a bit more time-consuming to use.

  • sensee
    • June 10, 2005 at 2:44 PM
    • #787

    Does the ATI Normalmapper only work with models?!

    I don't get it

  • Term
    • June 10, 2005 at 3:07 PM
    • #788

    No, there' a 3DSMax plugin on their site, but this application works with grayscale images (just like the plugin from nVidia). You save your grayscale heightmap as a TGA in Photoshop, open the app and direct it to it. It then generates the according normal map and saves it by adding "dot3" to the filename.

    Unfortunately the ATI program has absolutely no options to tweak the outcome (which the nVidia plugin has plenty of), but most results were satisfying enough for me so I don't need tweaking options anyway. For the hardcore, it's possible to tweak settings in the included "TGAtoDOT3.cpp", but I can't figure out much of what the file includes

  • sensee
    • June 10, 2005 at 4:14 PM
    • #789

    Oh you gave the wrong link. Here you find the ATI Normalmap Generator: http://www.ati.com/developer/sdk/Radeon ... erator.zip

    I tried to make some normalmaps with the ATI tool and also with the Nvidia tool to compare them. I can see no difference between them, beside that you can change the setting of the Nvidia tool more easily.

    What was it that the Nvidia tool couldn't handle?

  • Term
    • June 10, 2005 at 4:59 PM
    • #790

    Oops, sorry for screwing up the link.

    What the nVidia tool doesn't handle quite as good as the one from ATI is IMO gradients of larger scale (i.e. for things like the concave monitor in my texture).

    I dunno, it might be possible to come up with identical normalmaps from both the ATI and nVidia tool - but not with the default setings of the plugin. ATI normalmaps just seem to be right "out of the box" without much fiddling with settings. But to each his own.

  • sensee
    • June 10, 2005 at 5:22 PM
    • #791

    I made a couple of test and I draw the conclusion that the nVidia tools are better.

    You're right. If you use the "Biased RGB" setting then it kinda screws up the gradients. You need to set it on "Average RGB" for best results.

    If you set the filter type on "4 sample" and the scale about 5 you should get about the same results as the ATI tool.

    If you need rougher normalmap shapes, you just set a higher filter type and if you need more depth, you just increase the filter size. That's all you need to know to handle the nVidia tool. Because of these possibilities, I find it the better tool.

    By the way, very nice texture you made ^^

  • kleinluka
    • June 10, 2005 at 9:47 PM
    • #792

    The nvidia tools disregard gradients completely. Try making a 256² texture that is simply a black/white gradient and converting that into a normal map. It simpyl outputs as flat blue.

    Wish Ati would make a tool that is more easy to use in Photoshop.

    But honestly, if you create a few basic modelds for shapes you use a lot in textures you can create a folder with these normal maps and re-use them for a lot of stuff with only minor tweaking.

    And it's always fast to make a quick model and render that into a normal map. At least for basic stuff like that monitor screen.

    BTW @ TERM

    How come your grayscale map is inverted but the normal map is not? It's supposed to be WHITE=UP, BLACK=DOWN

  • kleinluka
    • June 10, 2005 at 10:21 PM
    • #793

    black= 0, 0,0

    white= 255,255,255

  • sensee
    • June 10, 2005 at 10:48 PM
    • #794

    I just made a simple texture with a black-white gradient from one corner to the other. And yes the nVidia tool can't do it, but neither the ATI tool.

    Can you make an example of a grayscale that nVidia tools can't handle? Just wanna know its limits.

    I like the idea of modeling basic shapes. This probably increases the workflow.

  • kleinluka
    • June 11, 2005 at 8:42 PM
    • #795

    ah i get you know. that is correct.

  • D3ads
    • June 12, 2005 at 12:56 AM
    • #796

    That's so awesome Term!

  • G-Man
    • June 28, 2005 at 4:51 AM
    • #797

    Wow, those textures are really great!!

    Did ook ever finished the charger texture?

    I mean did he also made the second texture?

  • Supernorn
    • July 22, 2005 at 9:08 PM
    • #798

    I had nothing to do today. So I decided to make these from scratch. They are for a Health recharger model on the HIT forums, but I guess you can have them too. Took longer than I expected, but I'm happy with them. They go nicely with the HEV textures. (They are the same width and length)

    [Blocked Image: http://img143.imageshack.us/img143/9236/healthrecharger6lh.png]

    [Blocked Image: http://img222.imageshack.us/img222/3162/healthrechargeroff3si.png]

  • Tequila
    • July 22, 2005 at 9:58 PM
    • #799

    OH NO THE NORN HAS FOUND US.

    Nah, looks good, champ. Some nice detail work with the monitor readout etc.

  • G-Man
    • July 24, 2005 at 6:47 AM
    • #800

    Very great work on the Health charger textures Supernorn!!

    Here is something I sticked together with your edited HEV charger textures:

    (original was made by ook)

    [Blocked Image: http://img328.imageshack.us/img328/7615/hevready3ep.th.png] [Blocked Image: http://img301.imageshack.us/img301/9207/hevoffline5my.th.png]

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