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Posted

We could also call it "Why HL2 should have had detail textures".

An old HL1 mod competing with the new wonderful HL2 and its Source engine? Texture quality in a game requirering a 300 mhz vs. a game which require a 1.2 gz?

Sounds insane, right? Lets see how insane it is:)

First we will try with the texture quality of tiles. In the one corner we some tiles from the trainstation in HL2 and in the other we have some from SoW_Hangar.

HL2:

hl2_tiles.jpg

SoW1:

sow_hangar_tiles.jpg

Lets see how it is with outdoor stuff, here a cliff/rock texture:

HL2:

hl2_rock.jpg

SoW1:

sow_hangar_rock.jpg

Note: HL2 was set to maximum texture quality.

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Posted

detail textures look nice sometimes, a lot of the time they're done really badly and look horrible. imo.

i also think the pics are slightly biased (showing not even 4 complete hl2 tiles, compared to loads of hl1 ones D: )

Posted

HL2 materials actually do have detail texture features. But there's already normal + spec maps for a lot of the textures, not to mention cubemaps. It's just a waste of texture memory to have them, since most players won't be staring a few inches down at the ground or at a wall.

Posted

it's really not that important, the overal details in the map are way more important to reach realism, than the stuff you see close up

can you create rocks lit like this in hl1?

no_chance.jpg

these really do not need a detail texture to achieve better realism

thesame counts for the tiles. They may look blurry in a close close up, but have you seen them when running around in a map with specularity on? That gives an effect that is far more realistic than the detail textured tiles in hl1

Posted

No texture in any game looks ultra-spiffy that close, nor should it be expected to in anything for the next generation or two of graphics - and even then it's a waste of time and resources to bother with that small a scale. How much time are people even going to spend that close?

I can spot the number of repeating tiles at that range in your detail texture shots. If I can see that from poking my face at the ground at that range, just think how blatantly obvious that'll be over an entire scene. Your time is better spent on other features.

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