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Posted

oh why the player model is darker than the rest, looks really weird. The tiles are really bright and the model pretty dark. Does it look like that in distance ?

Posted

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

Well, the HL2 tiles were much bigger and I wanted the pics from the same distance(to prevent bias), so that is just the logical result...

That is one biased weak ass comparison you got going on there.

It is? I actually tried to find as similar textures as possible and tried to keep the distance the same and all that. Biased comparisions are worth nothing.

Like said before. You'd have to basicly do one detail texture for each texture. Which would take quite some space and memory.

Wrong. You just need one for each type of material, eg. rocks, concrete, etc.

So hl1 with detail textures runs faster than HL2 with cube/bump etc.

great news!

That was not the point you dumbass...

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

Indeed. In the V-erc tutorial about it and in CS:Z it look incredible crappy. This is probably why that many people dislike detail textures.

Posted

A true detailtexture, just like a Macrotexture btw is tiling and repeating. Its scaled down to about 8 times the original texture and laid on top of the diffuse tex, so it doesnt matter if its the same texture as the diffuse or not because its going to get rescaled and thereby appear different anyway

Macrotextures are often forgotten but great stuff, other way around, an overlay texture thats bigger than the diffuse one so you can make a rock wall for example that looks more unique

Less tiling, the overlay macrotexture hides the repeating patern of the regular diffuse texture

Posted

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?

Let's talk about all the other features that HL2 has over HL... that 900 mhz difference surely isn't caused by detail textures... ;)

I agree detail textures can make a surface look more 'cool', but then again, I'd rather have the whole load of shader stuff and other features than just a detail texture.

And the fact that I didn't notice the absence of detail textures in HL2, just because those levels looked very convincing, does say something... I think the overall impression is much more important than the extra detail on your textures.

As for macrotextures, they're good stuff in 3D RTS games (nice for simulating cloud shadows too). :)

Posted

i just d/led sands of war... zacker took those pics standing, just looking at the ground. the hl2 pics he took are noclipped as close to the ground as he could get without clipping through the brush.

fucking bullshit, gtfo

Posted

that 900 mhz difference surely isn't caused by detail textures...

That is one of my points. Detail textures could have been added without raising the requirements very much.

hl2 wins

Quite some genius people around here...

i just d/led sands of war... zacker took those pics standing, just looking at the ground. the hl2 pics he took are noclipped as close to the ground as he could get without clipping through the brush.

fucking bullshit, gtfo

That was not exactly smart of you to post. Everybody got HL2 and everybody can download SoW1 and find out that your post is very wrong. I could say something like "OMG MIKE-O you suck balls and your post is fucking bullshit, gtfo!!!". I prefer just recommending people to check it out themselfs though.

Posted

You should focus on making your textures look more appealing rather than gimmicks like detail textures.

Looks like a nuclear bomb went off in your SoW pics and my eyes want to bleed...

And it would not be wise to be a smart ass to the admins / owners :banjo:

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