Natural-selection:source

16781012

Comments

  • BlackAdderBlackAdder Join Date: 2003-11-12 Member: 22691Members
    all looks nice <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    but don't develop source to fast becaus my pc is way to crappy for it <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> , i want to play ns whit many people a bit longer <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • vetrakrvetrakr Join Date: 2005-03-05 Member: 43261Members
    Just a quick question, I have photoshop(I think that might be required D: ), what else would I need to help work on this project?

    I'd like a list of programs most needed in order to start helping.

    And it looks like atm you guys have halted most work until you see that the devs give you some sort of agreement of some sort. D:
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    i do believe you would also need wally, so you can extract the originals from the ns wads.
  • vetrakrvetrakr Join Date: 2005-03-05 Member: 43261Members
    <!--QuoteBegin-6john+May 12 2005, 07:01 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (6john @ May 12 2005, 07:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i do believe you would also need wally, so you can extract the originals from the ns wads. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    The last thing I probably need is a type of HL2 map editor so that I can test the textures.

    Any idea where to get one of those?

    Got photoshop, got wally.
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    edited May 2005
    you have hl2 right? go to your play games menu in steam, download the source SDK, and get hammer.

    edit: and go to VERC to get tutorials on how to get your textures ingame.
  • EdgeEdge Join Date: 2003-10-20 Member: 21820Members, Constellation
    edited August 2005
    <EDIT> Not needed.
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    vetrakr.. im sure ppl appreciate your willingness to help. but to do textures like these isn't just pick up and do it, takes quite some time to develop the abilities.
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    To extract the textures, use the xwad tool in the 'bin' folder in the sourcesdk directory. It's probably best if you recreate them from scratch and only use the originals for reference.
  • WalkaboutWalkabout Join Date: 2005-05-01 Member: 50651Banned
    <!--QuoteBegin-ssjyoda+May 12 2005, 08:53 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ssjyoda @ May 12 2005, 08:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> vetrakr.. im sure ppl appreciate your willingness to help. but to do textures like these isn't just pick up and do it, takes quite some time to develop the abilities. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    You'd be more of a problem than a help to the team because of your unexperience with the programs.
  • 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
    I'm at the moment looking into adapting some code from my graphics class in the fall to do this resolution increase automatically. This isn't a simple scaling. The code basically implements the algorithm described <a href='http://www.cs.berkeley.edu/~efros/research/EfrosLeung.html' target='_blank'>here.</a> At the moment it generates more of the texture rather than enlarging it, but I think I can adapt it using targeted texture synthesis to actually make a larger version of the texture in full detail.

    Even if the results look really good it will only be optimal for textures that don't have a lot of fake lighting effects in them already, and it won't generate normal or specular maps of course, but it could be a start and its a hell of a lot easier than redoing them all by hand.
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    wow, that is pretty amazing. good luck, that will be a great help to everyone.
  • CookieboogerCookiebooger Join Date: 2005-01-07 Member: 33343Members
    so has this thing gone anywhere yet?
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    not that i know of.
  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
    W3RK!
    we needs thems sourcy textureses! D:
  • Viper_two_nine_AViper_two_nine_A Join Date: 2004-09-29 Member: 31989Members
    well moultano as far as i understand that page about the algo it is only useful for textures that can be tiled.

    if youve got a computer terminal texture it wont work.

    (or did i get that wrong?)
  • Browser_ICEBrowser_ICE Join Date: 2002-11-04 Member: 6944Members
    <!--QuoteBegin-Browser ICE+May 4 2005, 11:32 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Browser ICE @ May 4 2005, 11:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> In another thread that I cannot find, I had given Supernorn (think it was him) a link to download my textures That was for an NS:Source retexturing project.

    These wre textures I had worked on for the Pre/Selection movie. I had resized them, twicked them a bit and added other textures to them (glossy, bumpmaps and illuminated).

    There were a few of them. That was about 3 months ago and I haven't heard anything new since. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Any one ?
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    Meh. They'd need to be redone, as NS:S wouldn't use gloss, bump, or illumination maps but rather normal maps.
  • angshumanangshuman Join Date: 2005-04-17 Member: 48761Members
    Correct me if I'm wrong, but I believe Source uses "static" bumpmaps for static light sources, i.e., the bumpmaps are computed offline during the map compile process and combined with the overall lightmap.

    If this is true, then this bumpmapping really has nothing to do with the engine, but is part of the Radiosity process. I've always wondered why nobody bothered to include such a feature in Half Life 1 tools such as Zoner's HLRAD (which I believe is GPL'ed)? Of course, view-dependent effects such as specular highlights cannot be achieved in this manner, but I think diffuse bumpmapping looks pretty good in itself.

    I'm aware that there have been efforts to implement full-blown dynamic bumpmapping in Half Life: <a href='http://collective.valve-erc.com/index.php?doc=1091469531-97736200' target='_blank'>http://collective.valve-erc.com/index.php?...469531-97736200</a>, but these are typically extremely hardware intensive (GeForce4+ territory).

    Of course, you could argue that static bumpmapping could always be faked by the mapper "burning in" the highlights into the texture to begin with, and I have heard several mappers claiming that it is as tedious to create a normal map as it is to do the texture shading by hand. I'm no mapper, but surely it's harder to manually visualize the position of all the lights in the scene and determine the appropriate *correct* shading pattern than it is to simply specify the height map and leave the shading to the bumpmapper?

    -- Angshuman
  • ReebdoogReebdoog Join Date: 2003-09-20 Member: 21035Members
    Normal maps are realtime. Use a flashlight on them and you'lls ee the highlights and shadows change.
  • angshumanangshuman Join Date: 2005-04-17 Member: 48761Members
    edited May 2005
    Yes, but a flashlight would probably simply add another component to the lighting. I am not talking about the realtime bumpmapping you would have to do to handle flashlights and other moving lights. I'm talking about per-pixel shadows and highlights due to the fixed scene lighting, and my question was why this could not be implemented in HLRAD.

    -- Angshuman
  • prsearleprsearle Join Date: 2002-11-01 Member: 2365Members, Constellation
    The Half-Life 1 engine limits lightmaps to a maximum size of 16x16. The 16x16 maximum is a limitation of the software renderer, and if you create a face with a larger lightmap (usually happens accidently by stretching textures too much) then you get an error ("Bad surface extents"). It would be possible to rewrite RAD to use larger lightmaps then premultiply the lightmap with the texture, but that would mean a unique texture for every face which would put you well over the 4Mb texture limit. It would also mean that flashlights wouldn't work since the face is actually already fullbright.
  • angshumanangshuman Join Date: 2005-04-17 Member: 48761Members
    I see. When you say that the 16x16 limitation is a software renderer issue, do you mean that the OpenGL renderer could use larger lightmaps?
  • prsearleprsearle Join Date: 2002-11-01 Member: 2365Members, Constellation
    Theoretically, yes. The 16x16 size was chosen because that works nicely with the assembler code used in the software renderer; OpenGL is limited only by the graphics card (although you still don't want too large lightmaps; HL2 allows the mapper to choose lightmap resolution to see what works best). As far as I know, the only things stopping maps from using larger lightmaps are the lack of any way to change the default lightmap scaling (currently harcoded as "face extents / 16"), and the check for lightmaps larger than 16x16.
  • CeepsCeeps Join Date: 2005-01-23 Member: 37626Members
    Alot of these textures are looking very nice. But with those pulsing veins things, what if the map was inside an alien being? It would be very possible to do with source's displacements. So with ns source, maybe people could create new or different infestation or inside of a giant alien textures, once you've converted all or most of the regular ns textures? They are looking really good so far.
  • UltimaGeckoUltimaGecko hates endnotes Join Date: 2003-05-14 Member: 16320Members
    I just have a few requests for people remaking textures:


    Pulsating infestation textures seem unnecessary (I always assumed it was just bacterial growth type stuff, not necessarily a mobile or active being). Most likely it would use resources needlessly and become gimmicky over time. I might suggest giving one pulsing and one non-pulsing version of each; that way pulsing ones can be put in hive rooms or wherever to simulate more alien life, and further out it can seem like it's still growing. An overlay would work much better either way (except a texture of complete infestation is necessary) I'm not sure any of the half-infested textures should really be redone (like alien_labo or alienfl1).


    My other main request is to centralize some of the slightly uncentered textures. It can become tedious to line them up to make something you like. Examples include nos_grate2, many of the teckwalls, a lot of the grating ({catwalk, {nsgrate2, etc.).


    Added detail is nice, but ambiguity helps mapping (as "walls" can sometimes be used as ceilings, details, floors or whatever if it's just undiscernably futuristic). That's not to say, "don't add details" just make them futuristic and fitting with the NS them of textures (where ceilings can be walls and walls can be floors <!--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--> ). This can be a bit more difficult with Source, I'm sure...so maybe we just need more textures and not just updated 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
    <!--QuoteBegin-Viper two nine A+May 17 2005, 05:46 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Viper two nine A @ May 17 2005, 05:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> well moultano as far as i understand that page about the algo it is only useful for textures that can be tiled.

    if youve got a computer terminal texture it wont work.

    (or did i get that wrong?) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    You can use it for non tileable textures, it just means you won't have as much data to work with. I've got some time, and I'm going to start working on that code again. I'll let everybody know when I get results.
  • Viper_two_nine_AViper_two_nine_A Join Date: 2004-09-29 Member: 31989Members
    what language are you planning to use?
    i would be interested in helping you ... as far as i can
  • 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
    edited June 2005
    I'm planning on doing it in C with a little C++ thrown in whenever I need a dynamic array ( <!--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--> )

    Frankly, I'm not sure if its going to be big enough of a project to warrant more than one person working on it at a time. I'll be releasing the source code with it though, so you'll be free to tinker around with it and add features if you like.

    If you have any ideas, please shoot them my way.
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    So do we have a database or something where all the textures are stored? I've been trying to convert nancy and I've been using direct ports of the textures from the wad but I much rather some nice hi res ones.
  • Viper_two_nine_AViper_two_nine_A Join Date: 2004-09-29 Member: 31989Members
    there was a gmail account earlier ... but i dont think this is the kind of "database" we want to be going for
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