moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 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>
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" />
AbraWould you kindlyJoin Date: 2003-08-17Member: 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.
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_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 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...
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.
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.
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...
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?
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 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" />
<!--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.
<!--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.
<!--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.)
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.
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.
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.
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.
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.
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.
Comments
<a href='http://members.shaw.ca/jimht03/normal.html' target='_blank'>http://members.shaw.ca/jimht03/normal.html</a>
<img src='http://www.raspberryheaven.net/~deathscythe/coldturn0015.jpg' border='0' alt='user posted image' />
I'll fix that pillar I swear
Anyone still here, who have some will?
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>
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...
<a href="http://img244.imageshack.us/img244/1430/vent01acopypz4.jpg" target="_blank">http://img244.imageshack.us/img244/1430/vent01acopypz4.jpg</a>
Alpha map = Transparency
I Think you you "worldvertextransition" as valve calls it? Two textures with one blended over the other?
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" />
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.
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.
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.)
<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.
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.
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.
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.