• A Couple Hammer Texture Issues
    10 replies, posted
[t]https://i.gyazo.com/21d287d3551e535b1aafd0b19f973fd8.png[/t] 1. There's a little space between the first two wall brushs. It only happens with these materials applied. It shows in game (it's not a leak, otherwise it'd show black instead of white. I also made sure by zooming in on the side, front, AND top view.) 2. The second brush is actually darker than the other two with this texture (in game as well). If anyone can help me with these issues I'd be super grateful. Thanks! Here's an image in-game: [t]https://i.gyazo.com/81d1cb5e8246cb735edb8ed8c1954289.jpg[/t] PS - I made this, so there's no decompilation errors/errors from copying from the file of rp_downtown. I'm remaking it all by hand.
[QUOTE=Wavie;52134247]1. There's a little space between the first two wall brushs. It only happens with these materials applied. It shows in game (it's not a leak, otherwise it'd show black instead of white. I also made sure by zooming in on the side, front, AND top view.)[/QUOTE] The brushes are corrupted, or the brushes are off-grid by an infinitesimal amount. You'll need to remake all of the brushes and [I]not[/I] copy/paste them or all of the resulting brushes will also be corrupted. Assuming you didn't scale the texture, all three wall pieces should be 128 units tall. If any of them are like 127.x units tall, then they need to be remade. [QUOTE=Wavie;52134247]2. The second brush is actually darker than the other two with this texture (in game as well).[/QUOTE] This is a common texture problem among stock HL2 textures. When Valve made different variations of many wall textures, they often didn't use the original uncompressed image to make them, instead they used the already DXT1 or DXT5 texture. The problem with doing this is DXT1 and DXT5 are lossy compression formats, so if you make a copy of a copy, you get a progressively grainy image and washed out colors. You really only have three options here: 1) Ignore the obvious texture mismatch. 2) Try a different set of wall textures that more closely match. 3) Remake all three textures from a common source so they match. [QUOTE=Wavie;52134247]PS - I made this, so there's no decompilation errors/errors from copying from the file of rp_downtown. I'm remaking it all by hand.[/QUOTE] Christ almighty, not [I]another[/I] downtown remake. Seriously, make your own map, you've already shown you can do it with this screenshot unless it was copypasta decompiled brushes.
The white line is actually caused by the texture filtering. To prevent textures from getting all blocky when you view them up close, the GPU interpolates between their pixels to give them a smoother appearance. Around the borders, the interpolation will wrap around to the other side of the texture. Note how the colour of the line in your screenshot matches the trim at the top of the texture. If you look carefully, you'll probably also see a dark line along the top edge of the brushes of the bottom. The solution is to cover it up by making the top and bottom brushes a bit shorter and the middle brush a bit taller (assuming that the middle brush has a texture that tiles seamlessly in both directions).
[QUOTE=03C0;52135237]The white line is actually caused by the texture filtering. To prevent textures from getting all blocky when you view them up close, the GPU interpolates between their pixels to give them a smoother appearance. Around the borders, the interpolation will wrap around to the other side of the texture. Note how the colour of the line in your screenshot matches the trim at the top of the texture. If you look carefully, you'll probably also see a dark line along the top edge of the brushes of the bottom. The solution is to cover it up by making the top and bottom brushes a bit shorter and the middle brush a bit taller (assuming that the middle brush has a texture that tiles seamlessly in both directions).[/QUOTE] Thanks, man! Now I have the seconds problem to deal with. I'd much rather use this texture then another. However, I guess it's the only option. [QUOTE=GiGaBiTe;52134871]-snip-[/QUOTE] [QUOTE]I'm remaking it all by hand.[/QUOTE]
[QUOTE=Wavie;52137126]I'm remaking it all by hand.[/QUOTE] The point is to make your own map, not make a 23490872307923th version of a map that's been raped by every 12 year old RP player that knows just enough about Hammer to regurgitate a decompile/recompile and call it a remake.
[QUOTE=GiGaBiTe;52138430]The point is to make your own map, not make a 23490872307923th version of a map that's been raped by every 12 year old RP player that knows just enough about Hammer to regurgitate a decompile/recompile and call it a remake.[/QUOTE] I understand that. However, you can't expect creators to spend countless hours hand crafting an RP map of their own when they [u]know[/u] that the majority of the community doesn't even join servers unless they're hosted on one of a select few maps.
[QUOTE=Wavie;52147258]you can't expect creators to spend countless hours hand crafting an RP map of their own when they [u]know[/u] that the majority of the community doesn't even join servers unless they're hosted on one of a select few maps.[/QUOTE] If you want a community of substance that stands out from the other regurgitated RP communities, which people want to stick with, you spend the time and effort on your content. Remaking an existing raped to death map takes far more time and effort than it does to make a new map because after you decompile; You have to sort out and remove all of the cancer, find all of the custom assets, sort out the map logic and various other housekeeping tasks [B]before[/B] you ever start even making your first new brush. With a new map, you have none of this to deal with and can start creating right away, not to mention you're not limited to the structures of the existing map and the nightmare of how to move things around if you want to make significant changes. If nobody wants to play on your newly created map, it means that either your RP implementation lacks something, or the map lacks something, or you're not advertising your server properly.
[QUOTE=Wavie;52147258]I understand that. However, you can't expect creators to spend countless hours hand crafting an RP map of their own when they [u]know[/u] that the majority of the community doesn't even join servers unless they're hosted on one of a select few maps.[/QUOTE] Protip: Make a completely new map and name it downtown anyway. They won't probably even notice anything. It's really just about the brand and it's going down fast. There are also tons of downtown edits that people don't play. I'd love to say that there are more crappy downtown edits that people don't play than non-downtown maps (but some research needs to be done).
[QUOTE=GiGaBiTe;52147522]If you want a community of substance that stands out from the other regurgitated RP communities, which people want to stick with, you spend the time and effort on your content. Remaking an existing raped to death map takes far more time and effort than it does to make a new map because after you decompile; You have to sort out and remove all of the cancer, find all of the custom assets, sort out the map logic and various other housekeeping tasks [B]before[/B] you ever start even making your first new brush. With a new map, you have none of this to deal with and can start creating right away, not to mention you're not limited to the structures of the existing map and the nightmare of how to move things around if you want to make significant changes. If nobody wants to play on your newly created map, it means that either your RP implementation lacks something, or the map lacks something, or you're not advertising your server properly.[/QUOTE] Either way, traffic will be substantially low. You may have a couple loyal players, but how long will they continue coming back without more randoms? The same goes for custom content. Unfortunately, stupid ass bullshit like jobs named "Pet", "Joker", "Batman", "Shark", etc. are the population's preference. This could be due to the community being fucking childish. But either way, you [u]need[/u] random flows of traffic to be remotely adequate with the competition. I agree 100% with this: [url]https://docs.google.com/document/d/10pvotowOA3EA7K5BMgdaKVOYjbrbx6dxrQn4LWxm30A/edit?usp=sharing[/url] however, half of these[sp]EXTREMELY VALID[/sp]points will simply push the majority of players who are used to the popular way leave.
[QUOTE=Wavie;52151159]Either way, traffic will be substantially low. You may have a couple loyal players, but how long will they continue coming back without more randoms? The same goes for custom content. Unfortunately, stupid ass bullshit like jobs named "Pet", "Joker", "Batman", "Shark", etc. are the population's preference. This could be due to the community being fucking childish. But either way, you [u]need[/u] random flows of traffic to be remotely adequate with the competition. I agree 100% with this: [url]https://docs.google.com/document/d/10pvotowOA3EA7K5BMgdaKVOYjbrbx6dxrQn4LWxm30A/edit?usp=sharing[/url] however, half of these[sp]EXTREMELY VALID[/sp]points will simply push the majority of players who are used to the popular way leave.[/QUOTE] you are just saying this because u dont know how to make a server unique or a good map other than dow town
[QUOTE=bloodmasked;52151722]you are just saying this because u dont know how to make a server unique or a good map other than dow town[/QUOTE] What the fuck are you talking about?
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