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  • J_D_WJ_D_W Join Date: 2003-05-22 Member: 16598Members
    Any new textures??
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    Here's an article that really gave me a better understanding of the specifics of normal mapping. Check out the pictures of each channel on the left.
    <a href='http://members.shaw.ca/jimht03/normal.html' target='_blank'>http://members.shaw.ca/jimht03/normal.html</a>
  • ZephorZephor Join Date: 2002-12-25 Member: 11547Members, Constellation
    edited July 2005
    Anyone willing to put some time into doing the ns_ayumi textures? I have a almost completed room on ayumi so they will be put to good use.

    <img src='http://www.raspberryheaven.net/~deathscythe/coldturn0015.jpg' border='0' alt='user posted image' />

    I'll fix that pillar I swear
  • Death_by_bulletsDeath_by_bullets Join Date: 2004-03-14 Member: 27336Members
    Let's see if we can't get this little experiment going again eh? I'll be willing to work on it a bit! Just teach me about this texture stuff with HL2 and I'll good to go! <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" />
  • AbraAbra Would you kindly Join Date: 2003-08-17 Member: 19870Members
    Iam ready to lend a hand. I might be able to draw/create some of them textures. I have not taking the time to learn how to impliment them into the game, but if someone would provide a step-by-step, simple tutorial, I would be ready.

    Anyone still here, who have some will?
  • RSXRSX Join Date: 2004-08-18 Member: 30703Members
    Already started recreating all the original textures. Will post when i have more completed.
  • Death_by_bulletsDeath_by_bullets Join Date: 2004-03-14 Member: 27336Members
    Awesome! Lets see if we can't get some screenies out ASAP! I'll have to read up on this post and see how to do all the fancy thingies with textures.
  • HuzeHuze Insightful Join Date: 2003-11-12 Member: 22724Members, NS1 Playtester, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    Wow this thing is old. I stopped working on those infestation textures a looong time ago, but I might try to pick it up again sometime soon.
  • tigersmithtigersmith Join Date: 2004-11-11 Member: 32749Members, Constellation, Reinforced - Supporter
    Il make a map..but ill have to do textures..lol
  • TheRealQuasarTheRealQuasar Join Date: 2005-01-30 Member: 39075Members
    I'd love to see this happen... Can't texture for shizzle, but I can make test-maps and stuff...
  • RSXRSX Join Date: 2004-08-18 Member: 30703Members
    Heres a quick preview of some i have remade from ns2.wad

    Hope too have some more done this weekend.

    All at 1024x1024 at the moment.

    <a href="http://img63.imageshack.us/img63/2613/tryf2ra0.jpg" target="_blank">http://img63.imageshack.us/img63/2613/tryf2ra0.jpg</a>
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    Those could really use a brushed metal pattern (although they're resized, so for all I know that's on there). I also think you might be going a little overboard on the "no built in lighting information" thing; monotone doesn't look so hot no matter how many specular or normal maps you apply.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited September 2006
    <!--quoteo(post=1568346:date=Sep 28 2006, 09:03 PM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE(TychoCelchuuu @ Sep 28 2006, 09:03 PM) [snapback]1568346[/snapback]</div><div class='quotemain'><!--quotec-->
    Those could really use a brushed metal pattern (although they're resized, so for all I know that's on there).
    <!--QuoteEnd--></div><!--QuoteEEnd-->


    There seems to be a small amount of noice in the seemingly flat parts(still the are resized), but I do agree that it could use a little more brushing.

    I'm still curious who's working on the infestation textures, I mean we all know we needed more of them in ns.wad and ns2.wad. In hl2 however it could be a standalone texture, which is then mixed into the texture during compiling? I remember seeing something like that in the hl2 preview movies or am I totally barking up the wrong tree here...
  • RSXRSX Join Date: 2004-08-18 Member: 30703Members
    Heres a preview of one at full res. As you can see there is texture there. I may add some layers with grunge and stuff to make the thing look battered.

    <a href="http://img244.imageshack.us/img244/1430/vent01acopypz4.jpg" target="_blank">http://img244.imageshack.us/img244/1430/vent01acopypz4.jpg</a>
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    Grunge and stuff isn't the issue, it's the underlying texture. Metal generally has a brushed look when it's formed into something like what these textures depict, and that's missing right now. Also, it would help if there was some color variation, as right now everything's very flat.
  • TheRealQuasarTheRealQuasar Join Date: 2005-01-30 Member: 39075Members
    I'd like to see some of those blendable textures (I forget what they're called for some reason, alpha maps maybe?) with infestation/metal, infestation/earth and infestation/more or less everything else...
  • RSXRSX Join Date: 2004-08-18 Member: 30703Members
    edited September 2006
    I don't really wanna add that much baked in lighting. Which is needed to simulated brushed metal. I'll do some tests and see if it can be faked using normal maps.


    Alpha map = Transparency

    I Think you you "worldvertextransition" as valve calls it? Two textures with one blended over the other?
  • TheRealQuasarTheRealQuasar Join Date: 2005-01-30 Member: 39075Members
    Hammer informs me they are called Alphas... They only work on displacement surfaces, can blend between the two... Don't know how else to 'splain it.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    These displacement surfaces, they can change shape more the once during a round? If so it could result into some interesting maps with infestation playing a role like welding areas open or shut like the marines do... <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />

    Also would there be any need for textures with the infestation textures incorperated into them? Or can you just use these displacement surfaces to blend the infestation texture into the normal texture? Then there wouldn't be any need for a huge amount of extra prerendered infestation textures per normal texture...

    Havent touched hl2 mapping yet, but I'm being tempted here <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • MentarMentar Join Date: 2004-08-03 Member: 30321Members
    edited September 2006
    <!--quoteo(post=1568452:date=Sep 29 2006, 11:16 AM:name=Kouji_San)--><div class='quotetop'>QUOTE(Kouji_San @ Sep 29 2006, 11:16 AM) [snapback]1568452[/snapback]</div><div class='quotemain'><!--quotec-->
    These displacement surfaces, they can change shape more the once during a round? If so it could result into some interesting maps with infestation playing a role like welding areas open or shut like the marines do... <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
    <!--QuoteEnd--></div><!--QuoteEEnd-->


    I'm already working on doing this in my map. I've got one hallway where the roof caves in if you set off an explosive like a grenade in there.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    <!--quoteo(post=1568435:date=Sep 29 2006, 01:59 AM:name=TheRealQuasar)--><div class='quotetop'>QUOTE(TheRealQuasar @ Sep 29 2006, 01:59 AM) [snapback]1568435[/snapback]</div><div class='quotemain'><!--quotec-->
    I'd like to see some of those blendable textures (I forget what they're called for some reason, alpha maps maybe?) with infestation/metal, infestation/earth and infestation/more or less everything else...
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    These are actually just normal textures; Hammer can automatically blend between any two with an alpha map. You don't have to do anything special, other than making a qc file or something easy like that.
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    i have yet to touch hl2 mapping either.. new texture scheme.. blegh.. but if i get a good bunch of familiar textures.. hehe. let the fun begin
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    <!--quoteo(post=1568510:date=Sep 29 2006, 08:27 PM:name=ssjyoda)--><div class='quotetop'>QUOTE(ssjyoda @ Sep 29 2006, 08:27 PM) [snapback]1568510[/snapback]</div><div class='quotemain'><!--quotec-->
    i have yet to touch hl2 mapping either.. new texture scheme.. blegh.. but if i get a good bunch of familiar textures.. hehe. let the fun begin
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    HL2 mapping was originally a pain in the ###### for me to get into because of the added complexity to the entity systems and overall the stupid proprietary texture format that valve made. The VTF format makes it hard to quickly do anything when you want to prototype something.

    You will get used to it after awhile (or go insane, whichever comes first.)
  • MentarMentar Join Date: 2004-08-03 Member: 30321Members
    give in to the insanity, you know you want to.
  • TheRealQuasarTheRealQuasar Join Date: 2005-01-30 Member: 39075Members
    I thought the moving-displacement thing was removed due to somethingorother before the game was released... Am I wrong about this? Only I've never seen anyone actually do it in-game.
  • MentarMentar Join Date: 2004-08-03 Member: 30321Members
    you guys might want to check these out:

    <a href="http://s87992361.onlinehome.us/Adam/" target="_blank">http://s87992361.onlinehome.us/Adam/</a>

    It's a ton of textures that are free to use with credit given to the author.
    Alot of them are pretty darn good and shouldn't be difficult to put into a format usable by hl2.
  • HellbillyHellbilly A whole title out of pity... Join Date: 2002-11-02 Member: 3931Members, NS1 Playtester, Constellation
    <!--quoteo(post=1568639:date=Oct 1 2006, 09:42 AM:name=Mentar)--><div class='quotetop'>QUOTE(Mentar @ Oct 1 2006, 09:42 AM) [snapback]1568639[/snapback]</div><div class='quotemain'><!--quotec-->
    you guys might want to check these out:

    <a href="http://s87992361.onlinehome.us/Adam/" target="_blank">http://s87992361.onlinehome.us/Adam/</a>

    It's a ton of textures that are free to use with credit given to the author.
    Alot of them are pretty darn good and shouldn't be difficult to put into a format usable by hl2.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    This guy definately has some nice textures. A few of them would easily fit the NS theme.
  • TheRealQuasarTheRealQuasar Join Date: 2005-01-30 Member: 39075Members
    Very nice stuff... If someone could do all the advanced stuff like bumpmapping and everything on those, I'd definitely use them. Those hand-scanner ones in particular look very cool.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    <!--quoteo(post=1568639:date=Oct 1 2006, 04:42 AM:name=Mentar)--><div class='quotetop'>QUOTE(Mentar @ Oct 1 2006, 04:42 AM) [snapback]1568639[/snapback]</div><div class='quotemain'><!--quotec-->
    you guys might want to check these out:

    <a href="http://s87992361.onlinehome.us/Adam/" target="_blank">http://s87992361.onlinehome.us/Adam/</a>

    It's a ton of textures that are free to use with credit given to the author.
    Alot of them are pretty darn good and shouldn't be difficult to put into a format usable by hl2.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Textures under 512x512 generally look bad in the source engine, and most of those are 256x256.
  • RSXRSX Join Date: 2004-08-18 Member: 30703Members
    1024 x 1024 seems to be the standard at the moment. Half - life 2 use's 512 x 512 just so the low/middle end comps with low GPU memory can cope.

    Plus most of Half -life 2 textures are taken from photographs and then edited, to remove the baked in lighting and shadows thus makes them look a little better than the average at lower resolutions.
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