Zacker Posted May 31, 2005 Report Posted May 31, 2005 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: SoW1: Lets see how it is with outdoor stuff, here a cliff/rock texture: HL2: SoW1: Note: HL2 was set to maximum texture quality. Quote
ctswin Posted May 31, 2005 Report Posted May 31, 2005 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: ) Quote
Campaignjunkie Posted May 31, 2005 Report Posted May 31, 2005 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. Quote
|FRITZ| Posted May 31, 2005 Report Posted May 31, 2005 That is one biased weak ass comparison you got going on there. Quote
GrayFox Posted May 31, 2005 Report Posted May 31, 2005 That is one biased weak ass comparison you got going on there. agreed Quote
Tequila Posted May 31, 2005 Report Posted May 31, 2005 Detail textures were superceded years ago by bump/normal/specular maps. Get with the times, grandpa; details make stuff look like papier mache. Quote
PhilipK Posted May 31, 2005 Report Posted May 31, 2005 Like said before. You'd have to basicly do one detail texture for each texture. Which would take quite some space and memory. Quote
Pericolos0 Posted May 31, 2005 Report Posted May 31, 2005 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? 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 Quote
KungFuSquirrel Posted May 31, 2005 Report Posted May 31, 2005 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. Quote
mikezilla Posted May 31, 2005 Report Posted May 31, 2005 also the detail textures look absolutly horrible Quote
Section_Ei8ht Posted June 1, 2005 Report Posted June 1, 2005 That is one biased weak ass comparison you got going on there. Quote
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