Natural-selection:source

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Comments

  • TheRealQuasarTheRealQuasar Join Date: 2005-01-30 Member: 39075Members
    From the news/mapping list post, it looks like we'll be getting some "official" textures soon... But don't let that stop you, the more the merrier after all.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    All I need are some nice, converted ns textures, thats all. I would also use custom ones... doesnt really matter to me as long as they have a theme and dont look too crappy.
    Without any ns textures I don´t seem to be able to spent more than 10 minutes on hammer... lack of motivation I guess.
  • Browser_ICEBrowser_ICE Join Date: 2002-11-04 Member: 6944Members
    So from what read in this thread, lots of people are talking about doing NS:Source textures but about only one guys is doing them but only the diffused one (no specular, no bumpmaps, no normals) ?

    If so, I already have a bunch NS textures done that I had already gave to somone on the NS community (I think it was SuperNorm or something like this, never heard back, never saw any news). My maps used for the Pre/Selection movie have speculars and bumpmaps. I had started looking into building full blown 3d models to render normal maps out of them.

    The only problem with this, is that this was a while ago as I have less time for any projects now.


    I think I once talked to someone and was told there were already NS:Source textures in the making for NS.

    So what's the status now ?
    I mean, the real status ?
  • TheRealQuasarTheRealQuasar Join Date: 2005-01-30 Member: 39075Members
    Honestly, I don't think anyone knows. The NSTR2 (or whatever) is coming soon, but we have no idea whether that will contain textures or not. I made a bit of a map with the textures that were released in the previous thread, but there were only 3, so I gave up on that. I'd say that if you want to do anything, then do it. The more we have, the better we can map.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    edited October 2006
    Just tried 3 hours to
    1. how to make a texture out of an image
    2. where to place the texture file so it can be used in hammer

    The people on valve must be pretty ill. How else would you explain the file-tree? I just cant get behind the idea of separating content that belongs together (game files + mapping related game files).

    "If you are familiar with mapping for Half-Life 1 based games, you will find mapping in Source a pleasure." (http://developer.valvesoftware.com/wiki)

    I don´t think so.

    Maybe someone could explain HOW the content for an mod has to be placed in order to be used in hammer. I dont get. And no "read the FAQ!"-nonsense please.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    <a href="http://developer.valvesoftware.com/wiki/Material" target="_blank">Here.</a>
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    Uhuh, forgot the VMT file. After some hours of <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" /> it works fine now, thank you.

    I can remember that some of the ns textures had been "converted". Wouldn´t it be nice to have a set out of these? <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
  • Browser_ICEBrowser_ICE Join Date: 2002-11-04 Member: 6944Members
    Woohoo !!!!

    I just past 3 hours testing something for fun.

    Creating a source texture using normal and applying in a source test map. I had never used Hammer, nor never created anything in HL1/HL2. Longest part was just to set up a test MOD and have Hammer successfuly compile a test map. Then I had to understand how to create a custom material. I already had a test texture and its normal.

    At first, the normal effect (bumpmaps) didn't seam to appear. I decided to use a plain gray colored texture to see if the normal would at least appear. I didn't know if I had successfully created all my VTF materials. As soon as I used a gray texture using my material, I could see the normal. I didn't quite had the gloss (mask) effect working.

    <a href="http://img79.imageshack.us/my.php?image=test0000az2.jpg" target="_blank"><img src="http://img79.imageshack.us/img79/2453/test0000az2.th.jpg" border="0" alt="IPB Image" /></a>
  • tigersmithtigersmith Join Date: 2004-11-11 Member: 32749Members, Constellation, Reinforced - Supporter
    <!--quoteo(post=1570831:date=Oct 22 2006, 04:00 PM:name=Browser_ICE)--><div class='quotetop'>QUOTE(Browser_ICE @ Oct 22 2006, 04:00 PM) [snapback]1570831[/snapback]</div><div class='quotemain'><!--quotec--> Woohoo !!!!

    I just past 3 hours testing something for fun.

    Creating a source texture using normal and applying in a source test map. I had never used Hammer, nor never created anything in HL1/HL2. Longest part was just to set up a test MOD and have Hammer successfuly compile a test map. Then I had to understand how to create a custom material. I already had a test texture and its normal.

    At first, the normal effect (bumpmaps) didn't seam to appear. I decided to use a plain gray colored texture to see if the normal would at least appear. I didn't know if I had successfully created all my VTF materials. As soon as I used a gray texture using my material, I could see the normal. I didn't quite had the gloss (mask) effect working.

    <a href="http://img79.imageshack.us/my.php?image=test0000az2.jpg" target="_blank"><img src="http://img79.imageshack.us/img79/2453/test0000az2.th.jpg" border="0" alt="IPB Image" /></a> <!--QuoteEnd--></div><!--QuoteEEnd-->

    nice work!
  • Death_by_bulletsDeath_by_bullets Join Date: 2004-03-14 Member: 27336Members
    Very nice. I haven't had time to work with this project but Football season ends at my HS this week so after Friday I'm pretty much free.
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    I'm litlle bit disapointed with Source tools. <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />

    First - the texture ligting is very inaccurate and do strange things (see picture)

    <a href="http://img167.imageshack.us/my.php?image=nsshulk0000eg7.jpg" target="_blank"><img src="http://img167.imageshack.us/img167/8167/nsshulk0000eg7.th.jpg" border="0" alt="IPB Image" /></a>

    Second is the vVis - is really stupid, compile times take ages, until your map isn't made from boxes. Everything must by converted to func_detail. Old Vis didn't had problems vith detailed geometry if modeled carefuly.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    Clearly, the problem is with Valve's award winning avidly licensed adaptable engine, rather than your skillset vis a vis Source after having spent, what, a month getting to know it.
  • PogoPPogoP Environment Artist Join Date: 2004-01-31 Member: 25827Members, NS2 Developer, Constellation
    <!--quoteo(post=1572800:date=Nov 2 2006, 11:14 PM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE(TychoCelchuuu @ Nov 2 2006, 11:14 PM) [snapback]1572800[/snapback]</div><div class='quotemain'><!--quotec-->
    Clearly, the problem is with Valve's award winning avidly licensed adaptable engine, rather than your skillset vis a vis Source after having spent, what, a month getting to know it.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Christ, you're sarcastic both on IRC <i>and</i> on here.
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    edited November 2006
    Texture lighting's more or less obsolete with Source. I wouldn't try applying HL1 engine techniques to HL2-era mapping: most will get you one step forward, two steps back.
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    <!--quoteo(post=1573281:date=Nov 4 2006, 02:29 PM:name=Tequila)--><div class='quotetop'>QUOTE(Tequila @ Nov 4 2006, 02:29 PM) [snapback]1573281[/snapback]</div><div class='quotemain'><!--quotec-->
    Texture lighting's more or less obsolete with Source.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Must disagree. Texture lighting seems to me more accurate than placing entities manualy and is faster. Only imrovement i see in 0% and 50% fallof distance parameters. I've heard rumors that Valve is redoing lighting system fo Episode 2
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    But in the post above you were bemoaning just how <i>inaccurate</i> texture lighting was. To each his own of course, but I find with Source point lights are vastly improved in terms of accuracy and flexibility; enough to make me prefer them to the alternative.
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    edited November 2006
    <!--quoteo(post=1351728:date=Jan 17 2005, 10:11 PM:name=N_Recoup)--><div class='quotetop'>QUOTE(N_Recoup @ Jan 17 2005, 10:11 PM) [snapback]1351728[/snapback]</div><div class='quotemain'><!--quotec-->
    The best conversion I've seen thus far is this.

    <img src="http://img142.exs.cx/img142/4818/labshoot5kd.jpg" border="0" alt="IPB Image" />
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Thanks.
    I don't have the stamina to remake the rest of them, getting them to the standard of Cory Strider's work
    takes an obscene amount of effort.

    There are a few more shown in the original thread (At least the year's downtime kept the posts, huh)

    <a href="http://www.unknownworlds.com/forums/index.php?s=3984923678016351232&showtopic=86537&hl=texture" target="_blank">http://www.unknownworlds.com/forums/index....&hl=texture</a>
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    heh, this old thing's still alive? <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> Dont think we really need to worry about this anymore.
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    edited November 2006
    EDIT: Bad thread <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
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