Dranore Posted September 20, 2004 Report Posted September 20, 2004 True to the original for the most part. It's a bit cementy, and I'd work on the red glow inside... the background behind the panel looks completely flat with some red oddly applied to it... the original has more of solid red light look to it that I would let bleed onto those wire/pipes. GJ though. If someone gets that webpage rolling, someone shoudl dump all the originals to it so we can see what hasn't been done yet. It's a bit tedious to go through 35 pages of posts. -Dranore Quote
kleinluka Posted September 20, 2004 Report Posted September 20, 2004 looks spot on except the middle part with the wires and stuff has too much black in it for my taste and looks too flat. you guys are ON FIRE. ON. FIRE. Me and Jeramy are posting some surprise ones later today. you're slow. Quote
Fullauto Posted September 20, 2004 Report Posted September 20, 2004 You hit the mark spine, good job. I like that particular texture series, they're pretty cool. Quote
KidDynamite Posted September 20, 2004 Report Posted September 20, 2004 /me poops himself! holy cow its waldo <3 waldo!!! Great work on all the textures A-M-A-Z-I-N-G! Quote
zaphod Posted September 20, 2004 Report Posted September 20, 2004 HL1 did get ported, and so all the textures you're doing have "their place" in the port. I see no reason why when it's released, someone couldn't take these images and replace the existing material images with them. What's going to be the biggest issue is the rescaling of all these textures in the original map source. The port is done with all the original textures in their original scales. So you can't just toss in a 256x256 replacement for a 64x64 without modifying the original map source. Though their scale didn't change, they did get improved by adding reflective properties, etc. FYI, as some of you (*cough*Zafod*cough*) may know, Source textures are now refered to as "Materials". Each one is in it's own pair of files, rather than being crammed into a "wad" file. The first file for a material stores the image (basically), and the second is a text file containing specs on the material. Stuff like it's material (wood, metal, etc.), what image to show in the editor, properties for water (like reflection, fog when viewed from out of the water, and when in, etc.), two materials you can use if you want to blend two of them together, and a lot of other stuff I shouldn't talk about :^) macman told me that there is a tool that will replace all the textures and rescale them automatically to fit correctly. Quote
Bolteh Posted September 20, 2004 Report Posted September 20, 2004 what? the hires rescaled to fit the original or the original rescaled to fit the hires? (in the map this is) Quote
Fullauto Posted September 20, 2004 Report Posted September 20, 2004 If I'm reading it correctly it'll change the original texture alignment scales on the hl bsps to fit the new high res textures. If this is the case you'll have to be pretty damn accurate with regards to feature placement on the new textures. Quote
zaphod Posted September 20, 2004 Report Posted September 20, 2004 yes, as far as I understand it, this is how it will work. I had a few spare minutes so I thought I would contribute a small token to this glorious thread. Quote
Duff-e Posted September 20, 2004 Report Posted September 20, 2004 in the words of peter griffin "you.....are......GOD(s)" Quote
MacMan Posted September 20, 2004 Report Posted September 20, 2004 Hey all! Thought I'd join in the fun and give you specifics. Here's the current process for porting a HL1 based map. 1. Convert the wad file or .bmp's to HL2 format - a dos tool called xwad will do the conversion for you, or you can do it by hand. Converting means: a. change the texture from 8bit to 24bit. b. rescale the texture to the nearest power of two (xwad will go always go larger so that you don't loose resolution). c. Create a matching .vmt for each texture (xwad will create default .vmt's for each texture in a wad) 2. Convert the map to HL2 format - Load the HL1 .map file into the current version of Hammer. Go "file" "Convert WAD -> VMT". Hammer will compare the original textures size and offset with your newly converted textures and it will adjust the offset and scale accordingly. 3. Save your newly converted map as a .vmf. 4. Compile! What all this means is that if you have the source files for a map, it's super easy to convert to HL2 and use high res textures. However, this brings up an interesting point. I'm not currently aware of a method to change resolution of textures in a map that is already compiled (especially since a higher resolution texture would also effect lightmaps). Quote
Fullauto Posted September 20, 2004 Report Posted September 20, 2004 If that's the case then this project just got a lot more daunting. Compiling the whole of hl? Wowser. Sounds like a job for a valve work experience lackey Oh, nice texture there Zaphod, the flaking paint looks pretty swanky. Quote
MacMan Posted September 20, 2004 Report Posted September 20, 2004 That's not to say that you still can't improve the looks of the HL1 port as is. Most of the textures are alreadly slightly higher res due to the fact that the HL1 textures weren't always power of two. And... the HL1 port textures were created from the 8bit versions, as most of the original 24-bit versions were lost. New, 24-bit textures will look better. Quote
OL Posted September 21, 2004 Report Posted September 21, 2004 zap you should take off the caution layers and make a 1024x1024 cement texture to tile with that. looks good of course. Quote
Tisky Posted September 21, 2004 Report Posted September 21, 2004 I had some time over and i played with some weird nintendo'ish sounds while making music. So the result was a mapcore tribute song: http://users.badkar.se/Tiskaite/mapcore/ I think you should all listen to this while makin textures.. I KNOW I WILL! Anyway, im prolly gonna whoop some new texture up on my spankin brand new comp tomorrow, because I am free from work. Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.