Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
Textures should be made for source in the following scales:
128 256 512
If you are making logo and stuff, obviously make them to whatever size you want, but scaling textures, wall textures, ceiling textures and the like should only really be made in the sizes above.
the grate type textures with the holes in them - are they going to be see through later? like the other grated hl2 textures, you can see through the gaps.
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
edited June 2007
i was going to upload some screenshots for the basic MS I made using only your pictures, but steam broke on me <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
I have a very detailed post running on their forums and a support ticket logged. If you guys can suggest anything else to try please do so i would be most grateful...
<a href="http://forums.steampowered.com/forums/showthread.php?t=569355" target="_blank">Steam help post</a>
Well since I can't post in-game screens, how about an in-hammer screen???
Ignoring the not quite perfect texturing and the OMGZ NS_BOX!!111!! looks of it, I must say that the textures blend with each other very well. The rust works well across the whole range, and while I cannot agree with you that the naming conventions are neccesarily correct (I think some of the "floor" textures look better on the walls/ceilings) overall these are a very promising improvement over the first textures you posted.
Please can you make more, including some definite ceiling textures.
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
textures are looking a little dark in hammer editor - you don't want to make them too dark otherwise lighting doesnt have much of an effect on them. plus it will look bland if everything black/grey
Soul Rider - Yeah the textures are just quickly named, feel free the switch them about. I have made a couple additions to the ones i posted earlier, I'll post them for download when i have a couple more done. Sorry cant help you with your steam problem, have you tried deleting you steam directory and reinstalling steam?
schkorpio - Textures aren't really that dark in photoshop. But once you put them in hammer with too much light, the normal maps get washed out, so i have to come to a compromise somewhere.
Im starting to run out of ideas, been watching aliens and starship troopers for some ideas, if anyone as any designs that i can do, then pls post them.
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
I know there were some textures created in the texture remake thread, but how about remaking some of the original textures, like the metal wall textures, and cable textures?
That way you get good practice at making associated textures, without having to come up with entirely new ideas....
I was gonna do that at the start, what textures would you like to see remade???
The wire and pipe textures i wasn't going to bother with as theres no good way to enphasize the roundness on a flat texture. I think model props would suit this better as i'm planning on doing some props when i finish this texture pack.
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
<!--quoteo(post=1634892:date=Jun 21 2007, 04:45 AM:name=RSX)--><div class='quotetop'>QUOTE(RSX @ Jun 21 2007, 04:45 AM) [snapback]1634892[/snapback]</div><div class='quotemain'><!--quotec--> I was gonna do that at the start, what textures would you like to see remade???
The wire and pipe textures i wasn't going to bother with as theres no good way to enphasize the roundness on a flat texture. I think model props would suit this better as i'm planning on doing some props when i finish this texture pack. <!--QuoteEnd--></div><!--QuoteEEnd-->
my fav textures are from co_core, they have that shiny but worn look <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Hey RSX, I notice you have normal mapping working quite nicely, have you had any luck getting it to work with environment map masks though?
so far i can only get the normal map and envmapmask working separately, together it just ignores the envmapmask and applies the shine consistently across the whole texture <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->so far i can only get the normal map and envmapmask working separately, together it just ignores the envmapmask and applies the shine consistently across the whole texture <!--QuoteEnd--></div><!--QuoteEEnd-->
works fine for me, what vmt setup are you using? make sure and buildcubemaps when the map loads up.
This is a standard vmt i use for normals+speculars on the same texture, envmap is in the alpha channel of the normal map.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--> envmap is in the alpha channel of the normal map. "$normalmapalphaenvmapmask" 1 <!--QuoteEnd--></div><!--QuoteEEnd-->
ah ha! thats where ive been going wrong <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Yeah the textures do have env maps on them. Store the env mask in the normal maps alpha channel and add the $normalmapalphaenvmapmask" 1 command in the .vmt
Comments
128
256
512
If you are making logo and stuff, obviously make them to whatever size you want, but scaling textures, wall textures, ceiling textures and the like should only really be made in the sizes above.
You can mix them up:
128*128
256*256
128*256
etc
but it's not worth making anything smaller.
These any better?
Quick preview.
the grate type textures with the holes in them - are they going to be see through later? like the other grated hl2 textures, you can see through the gaps.
Please can you keep those but also add them with transparencies, so we can choose which one's to use.
I'm really beggining to think about building some NS2 maps....
Edit - BTW are the new textures available for download? I can't seem to see a dl link and the original textures appear to not include the new ones.
<a href="http://www.dermott.plus.com/ns2.rar" target="_blank">Download</a>
and it doesn't need much help with that...
Edit - texture wall_2, both the arrow and the centre line are off centre. Please can you correct.
I have a very detailed post running on their forums and a support ticket logged. If you guys can suggest anything else to try please do so i would be most grateful...
<a href="http://forums.steampowered.com/forums/showthread.php?t=569355" target="_blank">Steam help post</a>
Well since I can't post in-game screens, how about an in-hammer screen???
<img src="http://www.uklanparty.net/uup/soulrider_textures-in-game.jpg" border="0" alt="IPB Image" />
Ignoring the not quite perfect texturing and the OMGZ NS_BOX!!111!! looks of it, I must say that the textures blend with each other very well. The rust works well across the whole range, and while I cannot agree with you that the naming conventions are neccesarily correct (I think some of the "floor" textures look better on the walls/ceilings) overall these are a very promising improvement over the first textures you posted.
Please can you make more, including some definite ceiling textures.
Overall i'd like to say very good job so far.
Sorry cant help you with your steam problem, have you tried deleting you steam directory and reinstalling steam?
schkorpio - Textures aren't really that dark in photoshop. But once you put them in hammer with too much light, the normal maps get washed out, so i have to come to a compromise somewhere.
Im starting to run out of ideas, been watching aliens and starship troopers for some ideas, if anyone as any designs that i can do, then pls post them.
That way you get good practice at making associated textures, without having to come up with entirely new ideas....
The wire and pipe textures i wasn't going to bother with as theres no good way to enphasize the roundness on a flat texture. I think model props would suit this better as i'm planning on doing some props when i finish this texture pack.
I was gonna do that at the start, what textures would you like to see remade???
The wire and pipe textures i wasn't going to bother with as theres no good way to enphasize the roundness on a flat texture. I think model props would suit this better as i'm planning on doing some props when i finish this texture pack.
<!--QuoteEnd--></div><!--QuoteEEnd-->
my fav textures are from co_core, they have that shiny but worn look <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
so far i can only get the normal map and envmapmask working separately, together it just ignores the envmapmask and applies the shine consistently across the whole texture <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
works fine for me, what vmt setup are you using? make sure and buildcubemaps when the map loads up.
This is a standard vmt i use for normals+speculars on the same texture, envmap is in the alpha channel of the normal map.
"LightmappedGeneric"
{
"$basetexture" "folder/blackstone"
"$bumpmap" "folder/blackstone_normal"
"$surfaceprop" "Rock"
"$normalmapalphaenvmapmask" 1
"$envmapcontrast" 1
"$envmapsaturation" 1
"$envmaptint" "[ .75 .75 .75 ]"
"$envmap" "env_cubemap"
}
envmap is in the alpha channel of the normal map.
"$normalmapalphaenvmapmask" 1
<!--QuoteEnd--></div><!--QuoteEEnd-->
ah ha! thats where ive been going wrong <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />