schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
so will the NS team be creating textures for all us mappers to use ? <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> or did everyone make there own last time?
<!--quoteo(post=1629430:date=May 26 2007, 08:03 PM:name=schkorpio)--><div class='quotetop'>QUOTE(schkorpio @ May 26 2007, 08:03 PM) [snapback]1629430[/snapback]</div><div class='quotemain'><!--quotec--> so will the NS team be creating textures for all us mappers to use ? <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> or did everyone make there own last time? <!--QuoteEnd--></div><!--QuoteEEnd--> They're providing everything we'll need to use <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
I suppose alien&marine modeling and skinning haven't begun yet , am I right ? <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> . There will be any player model In NS2TR or only world objects ?
<!--quoteo(post=1629616:date=May 28 2007, 02:51 AM:name=wankalot)--><div class='quotetop'>QUOTE(wankalot @ May 28 2007, 02:51 AM) [snapback]1629616[/snapback]</div><div class='quotemain'><!--quotec--> LOL cool to see they are really putting all thier energy into development, but that movie was SO boring.
Seriously though anyone watch the whole thing without skipping bits? <!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1629616:date=May 28 2007, 04:51 AM:name=wankalot)--><div class='quotetop'>QUOTE(wankalot @ May 28 2007, 04:51 AM) [snapback]1629616[/snapback]</div><div class='quotemain'><!--quotec--> LOL cool to see they are really putting all thier energy into development, but that movie was SO boring.
Seriously though anyone watch the whole thing without skipping bits? <!--QuoteEnd--></div><!--QuoteEEnd-->
you obviously don't appreciate the skill and difficulty of this process. I watched it all. A few times.
You should be spending as much time on normal mapping/parallax mapping and gloss mapping(when used). It's the lighting that really sells the illusion.
The high hardness of HL2's cubemap based specular reflection can look very out of place on grimy metallic surfaces; if you don't already it would be a really good idea to have either a LOD bias or shader capabable of adjusting the specular hardness exposed to your texture artist(s).
There's no reason to normal map this prop, and the spec map doesn't take anywhere near as long as the diffuse to paint properly, so I disagree with you there. If it were an organic prop, or in a different engine, I'd be more inclined to agree.
<!--quoteo(post=1629782:date=May 29 2007, 05:49 AM:name=Soylent_green)--><div class='quotetop'>QUOTE(Soylent_green @ May 29 2007, 05:49 AM) [snapback]1629782[/snapback]</div><div class='quotemain'><!--quotec--> You should be spending as much time on normal mapping/parallax mapping and gloss mapping(when used). It's the lighting that really sells the illusion.
The high hardness of HL2's cubemap based specular reflection can look very out of place on grimy metallic surfaces; if you don't already it would be a really good idea to have either a LOD bias or shader capabable of adjusting the specular hardness exposed to your texture artist(s). <!--QuoteEnd--></div><!--QuoteEEnd-->
Normal mapping or parallax mapping something like this adds an unnecessary pass, not to mention another texture for the GPU's memory. It's a waste of time and a waste of computing power.
<!--quoteo(post=1629792:date=May 29 2007, 10:00 AM:name=JJJ1)--><div class='quotetop'>QUOTE(JJJ1 @ May 29 2007, 10:00 AM) [snapback]1629792[/snapback]</div><div class='quotemain'><!--quotec--> There's no reason to normal map this prop...<!--QuoteEnd--></div><!--QuoteEEnd-->
Well sure, if you want it to look sterile and low poly you can bake the 'lighting' into the texture when you're creating the content instead of doing it a little more properly.
<!--quoteo(post=1629792:date=May 29 2007, 10:00 AM:name=JJJ1)--><div class='quotetop'>QUOTE(JJJ1 @ May 29 2007, 10:00 AM) [snapback]1629792[/snapback]</div><div class='quotemain'><!--quotec-->... and the spec map doesn't take anywhere near as long as the diffuse to paint properly, so I disagree with you there.<!--QuoteEnd--></div><!--QuoteEEnd-->
To get a nice dirty, grungy look with chips, scratches, dirt and wear you have take quite some care with the specular map. I can see why you'd feel that way with HL2's default hard specular shader, everything looks like it's covered in slime no matter what you do.
<!--quoteo(post=1629805:date=May 29 2007, 12:17 PM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE(TychoCelchuuu @ May 29 2007, 12:17 PM) [snapback]1629805[/snapback]</div><div class='quotemain'><!--quotec--> Normal mapping or parallax mapping something like this adds an unnecessary pass...<!--QuoteEnd--></div><!--QuoteEEnd-->
No extra passes required. You need to bind an extra texture, do quite a bit more math in the shader(essentually free on any modern GPU!) and you need additional texture lookups; one for normal mapping, one for specular and a whole bunch of lookups into a height map for parallax mapping.
<!--quoteo(post=1629805:date=May 29 2007, 12:17 PM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE(TychoCelchuuu @ May 29 2007, 12:17 PM) [snapback]1629805[/snapback]</div><div class='quotemain'><!--quotec-->...not to mention another texture for the GPU's memory. It's a waste of time and a waste of computing power.<!--QuoteEnd--></div><!--QuoteEEnd-->
It looks much nicer and it's cheap with the exception of parallax. It hits the GPU heavily and does little to CPU usage, just what you want in an engine that leans as heavily on the CPU as HL2.
I'am a newbie to texture so how do you import and export(get the UV lines or what it's) your textures to a model <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
<img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" /> <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" /> <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" /> <!--quoteo(post=1628578:date=May 22 2007, 11:20 PM:name=Chocolate)--><div class='quotetop'>QUOTE(Chocolate @ May 22 2007, 11:20 PM) <a href="index.php?act=findpost&pid=1628578"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Very good job! I'm betting that that took 1 - 2 hours at least, because of the fast forwarding. Keep up the good work!
If it took that long for 1 prop, imagine for a whole map! <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> ....
<i>*Realizes that I will never be able to make a map requiring so much work* <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" /> </i><!--QuoteEnd--></div><!--QuoteEEnd-->
Comments
so will the NS team be creating textures for all us mappers to use ? <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> or did everyone make there own last time?
<!--QuoteEnd--></div><!--QuoteEEnd-->
They're providing everything we'll need to use <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
Ill commment again latter.
Seriously though anyone watch the whole thing without skipping bits?
LOL cool to see they are really putting all thier energy into development, but that movie was SO boring.
Seriously though anyone watch the whole thing without skipping bits?
<!--QuoteEnd--></div><!--QuoteEEnd-->
I did.
LOL cool to see they are really putting all thier energy into development, but that movie was SO boring.
Seriously though anyone watch the whole thing without skipping bits?
<!--QuoteEnd--></div><!--QuoteEEnd-->
you obviously don't appreciate the skill and difficulty of this process. I watched it all. A few times.
The high hardness of HL2's cubemap based specular reflection can look very out of place on grimy metallic surfaces; if you don't already it would be a really good idea to have either a LOD bias or shader capabable of adjusting the specular hardness exposed to your texture artist(s).
You should be spending as much time on normal mapping/parallax mapping and gloss mapping(when used). It's the lighting that really sells the illusion.
The high hardness of HL2's cubemap based specular reflection can look very out of place on grimy metallic surfaces; if you don't already it would be a really good idea to have either a LOD bias or shader capabable of adjusting the specular hardness exposed to your texture artist(s).
<!--QuoteEnd--></div><!--QuoteEEnd-->
Normal mapping or parallax mapping something like this adds an unnecessary pass, not to mention another texture for the GPU's memory. It's a waste of time and a waste of computing power.
There's no reason to normal map this prop...<!--QuoteEnd--></div><!--QuoteEEnd-->
Well sure, if you want it to look sterile and low poly you can bake the 'lighting' into the texture when you're creating the content instead of doing it a little more properly.
<!--quoteo(post=1629792:date=May 29 2007, 10:00 AM:name=JJJ1)--><div class='quotetop'>QUOTE(JJJ1 @ May 29 2007, 10:00 AM) [snapback]1629792[/snapback]</div><div class='quotemain'><!--quotec-->... and the spec map doesn't take anywhere near as long as the diffuse to paint properly, so I disagree with you there.<!--QuoteEnd--></div><!--QuoteEEnd-->
To get a nice dirty, grungy look with chips, scratches, dirt and wear you have take quite some care with the specular map. I can see why you'd feel that way with HL2's default hard specular shader, everything looks like it's covered in slime no matter what you do.
<!--quoteo(post=1629805:date=May 29 2007, 12:17 PM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE(TychoCelchuuu @ May 29 2007, 12:17 PM) [snapback]1629805[/snapback]</div><div class='quotemain'><!--quotec-->
Normal mapping or parallax mapping something like this adds an unnecessary pass...<!--QuoteEnd--></div><!--QuoteEEnd-->
No extra passes required. You need to bind an extra texture, do quite a bit more math in the shader(essentually free on any modern GPU!) and you need additional texture lookups; one for normal mapping, one for specular and a whole bunch of lookups into a height map for parallax mapping.
<!--quoteo(post=1629805:date=May 29 2007, 12:17 PM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE(TychoCelchuuu @ May 29 2007, 12:17 PM) [snapback]1629805[/snapback]</div><div class='quotemain'><!--quotec-->...not to mention another texture for the GPU's memory. It's a waste of time and a waste of computing power.<!--QuoteEnd--></div><!--QuoteEEnd-->
It looks much nicer and it's cheap with the exception of parallax. It hits the GPU heavily and does little to CPU usage, just what you want in an engine that leans as heavily on the CPU as HL2.
so how do you import and export(get the UV lines or what it's) your textures to a model <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
If it took that long for 1 prop, imagine for a whole map! <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> ....
<i>*Realizes that I will never be able to make a map requiring so much work* <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" /> </i><!--QuoteEnd--></div><!--QuoteEEnd-->
how do i download the game
In the mean time, feel free to download and play NS1.
This thread is a year old.