I have a normal map, and I got the material to be an alien blood. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
lol! ok, well, thats ok for now, but we need real ones, so we can use the .25 scale, and also we could maybe use alpha channel for displacement blending, now THATS and idea... god i love source!
If you're gonna go and do all that, you might as well se if you can get some fancy specular maps to make them seem somewhat slimey, and also see if you can animate them, to make it kind of 'pulse'
I'll work on making a pulse when I have time. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Can anyone show me a quick guide on how to make HL2 Compatible Textures? All I need is that and I'm good to go. And how to extract WAD files. I'll try to make the textures 1024x1024, but if it looks like crap, I'll have to go with 512x512. I also need to know how to make the bump-maps, but I probably won't be good at that, so I suggest someone else does it...
I'll be working mostly on metal textures and such I think. From Wednesday on, I should be more active. Now I'm going to sleep, and taking my French and English exams.
douchebagatronCustom member titleJoin Date: 2003-12-20Member: 24581Members, Constellation, Reinforced - Shadow
in the source SDK in the notes thing i believe there is a tutorial on making source textures from tga files. im sure there is also a tutorial on converting wads also.
douchebagatronCustom member titleJoin Date: 2003-12-20Member: 24581Members, Constellation, Reinforced - Shadow
ive got the list and im filling in all the names i know of now that are working on it.
norn, the wall_labs (the texture i have from you is titled wall_lab, but in the list all of the lab textures have numbers. im not sure which number this is, and id rather check than guess its the wall_lab1)
uncritical, vent2 (i dont know if you plan on doing any others)
confused, the wall_blacks
reebdoog, the flr_greys
any others? just post here and i think i will put the list onto the first post, and update it when possible.
You can use wally ( <a href='http://www.telefragged.com/wally/' target='_blank'>http://www.telefragged.com/wally/</a> Only some download links work) to open wads and extract textures, then photoshop the texture to your liking.
When you're done, simply follow this tutorial. <a href='http://www.hl2world.com/wiki/index.php/Texture_Introduction' target='_blank'>http://www.hl2world.com/wiki/index.php/Texture_Introduction</a>
Then you can use this photoshop filter to generate normal maps. <a href='http://www.quest3d.com/index.php?id=102' target='_blank'>http://www.quest3d.com/index.php?id=102</a>
Thanks for all the help guys. TBH, I don't know what textures I'm doing, although I can do almost any. Maybe some wall textures? I don't like doing transparencies, they're a pain in the you-know-what. I can't access the textures right now, I can't access my PC with NS on it...
And if you wanna check out my artwork: <a href='http://ice9tech.deviantart.com' target='_blank'>http://ice9tech.deviantart.com</a> <a href='http://www.ice9tech.com' target='_blank'>http://www.ice9tech.com</a> (still in WIP!)
douchebagatronCustom member titleJoin Date: 2003-12-20Member: 24581Members, Constellation, Reinforced - Shadow
edited January 2005
well i was thinking if you are as good as you say you are, the alien_ textures could probably use you, seeing as how they look extremely difficult to make. im not sure though, hi! seems to be doing them, maybe you 2 could work together on them? maybe ice9 remake the textures, then hi! add all the neat effects like maybe animation and blood?
I'm currently working on the domewall set too <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<!--QuoteBegin-6john+Jan 27 2005, 11:07 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (6john @ Jan 27 2005, 11:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> well i was thinking if you are as good as you say you are, the alien_ textures could probably use you, seeing as how they look extremely difficult to make. im not sure though, hi! seems to be doing them, maybe you 2 could work together on them? maybe ice9 remake the textures, then hi! add all the neat effects like maybe animation and blood? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I don't know about what the Devs have in mind for Source (iftherewillbeasourcenothingisconfirmedetc.blahblablah) but in it's current incarnation blood isn't allowed on the map textures, nor corpses or generally morbid things.
The ONLY exception to this rule is Olmy's morgue map <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
<!--QuoteBegin-Crispy+Jan 28 2005, 01:38 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Crispy @ Jan 28 2005, 01:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I don't know about what the Devs have in mind for Source (iftherewillbeasourcenothingisconfirmedetc.blahblablah) but in it's current incarnation blood isn't allowed on the map textures, nor corpses or generally morbid things.
The ONLY exception to this rule is Olmy's morgue map <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> 1: I'm guessing he's talking about the alien blood decals, shown when it's shot.
<!--QuoteBegin-Crispy+Jan 28 2005, 07:38 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Crispy @ Jan 28 2005, 07:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-6john+Jan 27 2005, 11:07 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (6john @ Jan 27 2005, 11:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> well i was thinking if you are as good as you say you are, the alien_ textures could probably use you, seeing as how they look extremely difficult to make. im not sure though, hi! seems to be doing them, maybe you 2 could work together on them? maybe ice9 remake the textures, then hi! add all the neat effects like maybe animation and blood? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I don't know about what the Devs have in mind for Source (iftherewillbeasourcenothingisconfirmedetc.blahblablah) but in it's current incarnation blood isn't allowed on the map textures, nor corpses or generally morbid things.
The ONLY exception to this rule is Olmy's morgue map <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Alien blood is drawn on the textures <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
<!--QuoteBegin-Hi!+Jan 27 2005, 07:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hi! @ Jan 27 2005, 07:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You can use wally ( <a href='http://www.telefragged.com/wally/' target='_blank'>http://www.telefragged.com/wally/</a> Only some download links work) to open wads and extract textures, then photoshop the texture to your liking.
When you're done, simply follow this tutorial. <a href='http://www.hl2world.com/wiki/index.php/Texture_Introduction' target='_blank'>http://www.hl2world.com/wiki/index.php/Texture_Introduction</a>
Then you can use this photoshop filter to generate normal maps. <a href='http://www.quest3d.com/index.php?id=102' target='_blank'>http://www.quest3d.com/index.php?id=102</a> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Nono. If you want a normal map of any complexity at all, you want to build the 3d geometry. See my earlier posts.
Wouldn't it be better if people only made the actual infestation, rather than the wall that the infestation is clinging too? Because when the uninfested wall is made, the textures won't match. Use alpha chanenls to allow you to simply paste infestation onto the texture later on.
Also for those doing textures, a little advice (even tho it may seem like comon sense) When remaking the texture try not to make it exactally as you see it. Try and imainge what the texture would look like in real life. Remember when the origional textures were created by Cory he didn't have many pixels to work with, so he couldn't add alot of detail. Now is the chance to add some.
Also if you need complex normal maps, try not to use the NVplugin on the actual texture. It's much easier if you use a brand new layer that is made up of grayscale gradients that mimic the heights you want in the texture. Eg. The actual texture I'm currently working on- <img src='http://www.darkbeforedawn.net/external/domewall/domewall1.jpg' border='0' alt='user posted image' /> If I ran this through the plugin it wouldnt turn out very well, so i made a new grayscale image that matched what I need - <img src='http://www.darkbeforedawn.net/external/domewall/domewall2.jpg' border='0' alt='user posted image' /> This one seems to be working out much better.
But as Tycho said, if you have to work on really complex things, get it modelled. Thats 10 times better.
douchebagatronCustom member titleJoin Date: 2003-12-20Member: 24581Members, Constellation, Reinforced - Shadow
first post attachement updated to add uncritical for domewall textures. uncritical are you going to be doing the vent texture as well as the vent2 texture?
I finally got my animated texture to work, but the animation iteself is very ugly. (I just liquified the veins larger)
So, either I can spend a long time animating the veins to look good, or I'll just give the png to someone so they can make the different frames, then I'll convert it.
Comments
<img src='http://img131.exs.cx/img131/7819/infesttest00009gt.jpg' border='0' alt='user posted image' />
I have a normal map, and I got the material to be an alien blood. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
edit: doh someone beat me to it
I'll work on making a pulse when I have time. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
I'll be working mostly on metal textures and such I think. From Wednesday on, I should be more active. Now I'm going to sleep, and taking my French and English exams.
Hurray Canada, I don't like French!
Good to see so many people eager to help!
norn, the wall_labs (the texture i have from you is titled wall_lab, but in the list all of the lab textures have numbers. im not sure which number this is, and id rather check than guess its the wall_lab1)
uncritical, vent2 (i dont know if you plan on doing any others)
confused, the wall_blacks
reebdoog, the flr_greys
any others? just post here and i think i will put the list onto the first post, and update it when possible.
When you're done, simply follow this tutorial. <a href='http://www.hl2world.com/wiki/index.php/Texture_Introduction' target='_blank'>http://www.hl2world.com/wiki/index.php/Texture_Introduction</a>
Then you can use this photoshop filter to generate normal maps.
<a href='http://www.quest3d.com/index.php?id=102' target='_blank'>http://www.quest3d.com/index.php?id=102</a>
And if you wanna check out my artwork:
<a href='http://ice9tech.deviantart.com' target='_blank'>http://ice9tech.deviantart.com</a>
<a href='http://www.ice9tech.com' target='_blank'>http://www.ice9tech.com</a> (still in WIP!)
edt: updated first post.
I don't know about what the Devs have in mind for Source (iftherewillbeasourcenothingisconfirmedetc.blahblablah) but in it's current incarnation blood isn't allowed on the map textures, nor corpses or generally morbid things.
The ONLY exception to this rule is Olmy's morgue map <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
The ONLY exception to this rule is Olmy's morgue map <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
1: I'm guessing he's talking about the alien blood decals, shown when it's shot.
2: IT'S NOT A MORGUE.
I don't know about what the Devs have in mind for Source (iftherewillbeasourcenothingisconfirmedetc.blahblablah) but in it's current incarnation blood isn't allowed on the map textures, nor corpses or generally morbid things.
The ONLY exception to this rule is Olmy's morgue map <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Alien blood is drawn on the textures <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
When you're done, simply follow this tutorial. <a href='http://www.hl2world.com/wiki/index.php/Texture_Introduction' target='_blank'>http://www.hl2world.com/wiki/index.php/Texture_Introduction</a>
Then you can use this photoshop filter to generate normal maps.
<a href='http://www.quest3d.com/index.php?id=102' target='_blank'>http://www.quest3d.com/index.php?id=102</a> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Nono. If you want a normal map of any complexity at all, you want to build the 3d geometry. See my earlier posts.
Still needs LOTS of work, it's something I did in a couple minutes. It'll look way better with bumpmapping and everything, though.
Because when the uninfested wall is made, the textures won't match.
Use alpha chanenls to allow you to simply paste infestation onto the texture later on.
Also for those doing textures, a little advice (even tho it may seem like comon sense)
When remaking the texture try not to make it exactally as you see it. Try and imainge what the texture would look like in real life.
Remember when the origional textures were created by Cory he didn't have many pixels to work with, so he couldn't add alot of detail. Now is the chance to add some.
Also if you need complex normal maps, try not to use the NVplugin on the actual texture. It's much easier if you use a brand new layer that is made up of grayscale gradients that mimic the heights you want in the texture.
Eg.
The actual texture I'm currently working on-
<img src='http://www.darkbeforedawn.net/external/domewall/domewall1.jpg' border='0' alt='user posted image' />
If I ran this through the plugin it wouldnt turn out very well, so i made a new grayscale image that matched what I need -
<img src='http://www.darkbeforedawn.net/external/domewall/domewall2.jpg' border='0' alt='user posted image' />
This one seems to be working out much better.
But as Tycho said, if you have to work on really complex things, get it modelled. Thats 10 times better.
So, either I can spend a long time animating the veins to look good, or I'll just give the png to someone so they can make the different frames, then I'll convert it.
<img src='http://xs13.xs.to/pics/05045/infest.gif' border='0' alt='user posted image' />