[QUOTE=nomad1;42384403]I think you should remove the big noticeable detail and have them as decals.[/QUOTE][QUOTE=SirLemon;42384243]Be careful, lines like that cause tiling to become obvious[/QUOTE]
[QUOTE=~ZOMG;42384142]Personally I'd avoid marks such as the line and simply encourage mappers to generously use decals. It would look so much better, and greatly decrease obvious repetition.[/QUOTE]
:suicide: please, [I]reeeeeeeeeead[/I] what I said. I [I]know[/I] it tiles, you guys usually get upset if I don't add something that was there on the old texture, now you get upset when I do... So which is it?
[QUOTE=Sally;42384162]Can you try to put it in a the train station as a scene. As of right now its a picture of a picture.[/QUOTE]
Dude, that is in-game in the train station...
Just because the original texture had a large brown tiling line doesn't mean the mod has to have it. Just make it a decal and throw it in there occasionally.
[editline]a[/editline]
It's because the line there will obviously have noticeable tile in-game
[QUOTE=Fat-Corgi-Guy;42384782]:suicide: please, [I]reeeeeeeeeead[/I] what I said. I [I]know[/I] it tiles, you guys usually get upset if I don't add something that was there on the old texture, now you get upset when I do... So which is it?
Dude, that is in-game in the train station...[/QUOTE]
Comparison shots of ingame places (before/after) where the texture is used might help belay these sorts of comments.
Poorly-tiling textures in games is a pet peeve of mine. Especially with grass. Would it be possible in source to have a small variety of textures randomly tile on a surface? If they all connect seamlessly on all sides then the bit of added noise might help break things up a bit.
[QUOTE=Fat-Corgi-Guy;42384782]:suicide: please, [I]reeeeeeeeeead[/I] what I said. I [I]know[/I] it tiles, you guys usually get upset if I don't add something that was there on the old texture, now you get upset when I do... So which is it?
Dude, that is in-game in the train station...[/QUOTE]
Two things. One, the original texture had that because of optimization. Valve has moved past this technique a while ago and so should this mod. Also when the guy says show it in the trainstation, I think he means let us see it along with all the other things in the station, so we cansee how it looks in context
[QUOTE=Fat-Corgi-Guy;42384782]:suicide: please, [I]reeeeeeeeeead[/I] what I said. I [I]know[/I] it tiles, you guys usually get upset if I don't add something that was there on the old texture, now you get upset when I do... So which is it?
Dude, that is in-game in the train station...[/QUOTE]
I did read it, and I think the original texture should be ignored. As it's come up before, you don't just want to effectively up the resolution, you want to improve it. In this case, that improvement could be by decreasing repetition.
[QUOTE=Fat-Corgi-Guy;42384782]
Dude, that is in-game in the train station...[/QUOTE]
Then zoom out to where there are other objects? It will help us tell if it blends in. by alot
Damned if you do, damned if you don't. Such is the nature of enhancements.
[QUOTE=xalener;42385881]Damned if you do, damned if you don't. Such is the nature of [b]everything.[/b][/QUOTE]
ftfy.
[QUOTE=Snood_1990;42381514]Could we get a physical demonstration of the water? <3[/QUOTE]
What do you mean, it physically operates like all other water in source, using a prop's weight and buoyancy.
[t]http://i.imgur.com/hhbvukM.jpg[/t][t]http://i.imgur.com/ao8LsNb.jpg[/t][t]http://i.imgur.com/Ss5UGcz.jpg[/t]
[t]http://i.imgur.com/Ea7ovvR.jpg[/t][t]http://i.imgur.com/GA8yrdO.jpg[/t][t]http://i.imgur.com/Ibg1sz8.jpg[/t]
I'm not exactly sure why the texture looks two-toned in-game as on-texture it doesn't. I'll look into it more.
[QUOTE=glitchvid;42385935]
What do you mean, it physically operates like all other water in source, using a prop's weight and buoyancy.[/QUOTE]
Perhaps hes meaning how it refracts in game
[QUOTE=Sally;42386052]Perhaps hes meaning how it refracts in game[/QUOTE]
That was ingame, just imagine the fog getting thicker the deeper the water is.
[QUOTE=Fat-Corgi-Guy;42386015][t]http://i.imgur.com/hhbvukM.jpg[/t][t]http://i.imgur.com/ao8LsNb.jpg[/t]
[/QUOTE]
So many duplicate sets, here's my old set.
Standard HL2.
[t]http://static.glitchvid.com/facepunch/vgameandmods/images/hl2em/d1_trainstation_020004.png[/t]
My trainstation set.
[t]http://static.glitchvid.com/facepunch/vgameandmods/images/hl2em/d1_trainstation_020005.png[/t]
lol you guys need a checklist or something
[QUOTE=xalener;42387021]lol you guys need a checklist or something[/QUOTE]
Tbh, I started work on the Train Station tiles before Glitchvid did, but Glitchvid did the walls before I did, and I knew that, I just didn't quite like the way his wall textures turned out, there's something wrong about them I can't quite place.
[QUOTE=Fat-Corgi-Guy;42387100]Tbh, I started work on the Train Station tiles before Glitchvid did, but Glitchvid did the walls before I did, and I knew that, I just didn't quite like the way his wall textures turned out, there's something wrong about them I can't quite place.[/QUOTE]
I think it's because it's too perfect
The pitch black grout?
Maybe you guys could try and come to a compromise. I mean, hell, you're the project lead right? commyoonikate
after-[t]http://i.imgur.com/S0Ilr8t.jpg[/t][t]http://i.imgur.com/sbskX3e.jpg[/t]-before
after-[t]http://i.imgur.com/Ymr2vgz.jpg[/t][t]http://i.imgur.com/FaYzzfI.jpg[/t]-before
[QUOTE=xalener;42387737]The pitch black grout?
Maybe you guys could try and come to a compromise. I mean, hell, you're the project lead right? commyoonikate[/QUOTE]
I am and we are, what makes you think otherwise?
Glitchvid made it sound like he didn't expect a duplicate.
Okay, I just discovered this project about half an hour ago thanks to [URL=http://forums.steampowered.com/forums/showthread.php?p=34975750&posted=1][B]This related Thread[/B][/URL] on SteamPowered,
and I am just utterly blown away by everything I've seen. I've been waiting for something exactly like this
for such a long time, and I'm amazed I never saw it before.
Thank you guys so much, I cannot wait to use this thing when it's ready. Keep it up and great work!
[QUOTE=xalener;42389404]Glitchvid made it sound like he didn't expect a duplicate.[/QUOTE]
I didn't, but it happens, it's totally ok: it'll just be decided down the line when we merge all the stuff from the separate dev branches.
[editline]3rd October 2013[/editline]
[QUOTE=OttoGrainer;42389647]Okay, I just discovered this project about half an hour ago thanks to [URL=http://forums.steampowered.com/forums/showthread.php?p=34975750&posted=1][B]This related Thread[/B][/URL] on SteamPowered,
and I am just utterly blown away by everything I've seen. I've been waiting for something exactly like this
for such a long time, and I'm amazed I never saw it before.
Thank you guys so much, I cannot wait to use this thing when it's ready. Keep it up and great work![/QUOTE]
In reply to your post there, we don't really have a ModDB page because we're sorta holding off until we get a lot more of the stuff done (Like the whole trainstation + plaza, and maybe parts of Canals).*
*Or At-least that's sorta the impression I'm under.
[quote=Fat-Corgi-Guy][IMG]http://i.imgur.com/Ymr2vgz.jpg[/IMG][/quote]
You think those wood beams on the bottom right could be made to actually stick out a bit? It was my interpretation that it was supposed to stick out like a small ledge.
[QUOTE=Cows Rule;42391825]You think those wood beams on the bottom right could be made to actually stick out a bit? It was my interpretation that it was supposed to stick out like a small ledge.[/QUOTE]
That stuff can be done in the mapping stage.
Also, that 2-3 week project we talked about before, we're hoping to kick that off finally really soon here! Kwant, Tweevle, if you're both up for and available for this, please message me or post on this forum or the thread on the freeforums.
[QUOTE=glitchvid;42385935]ftfy.
What do you mean, it physically operates like all other water in source, using a prop's weight and buoyancy.[/QUOTE]
Sorry I completely missed the link you posted. Silly me.
Looks like you're basically remaking the game.
Can't wait for obsolete work to be leaked by some german guy.
Someone should get on remaking the scrapped weapons and E3 maps, in that case :v:
[QUOTE=Fat-Corgi-Guy;42389105]after-[t]http://i.imgur.com/S0Ilr8t.jpg[/t][t]http://i.imgur.com/sbskX3e.jpg[/t]-before
after-[t]http://i.imgur.com/Ymr2vgz.jpg[/t][t]http://i.imgur.com/FaYzzfI.jpg[/t]-before
I am and we are, what makes you think otherwise?[/QUOTE]
i really like the new textures, they look great imo. they make the room seem bigger to me. nice work.
[QUOTE=Sam Za Nemesis;42395364]Could you document a bit of your texture making workflow? I've never got to make textures as good as you do[/QUOTE]
I could do that with the next texture I make and post it as a tutorial on gamebanana I guess...
Yo, you guys want to stick with the fall and have dead trees along with trees with red and yellow leaves? or perhaps add some evergreens?
Personally I think a little more greenery would do HL2 some good.
Because you have alive grass at the coast even though the trees are dead.
[QUOTE=Stiffy360;42397780]Yo, you guys want to stick with the fall and have dead trees along with trees with red and yellow leaves? or perhaps add some evergreens?
Personally I think a little more greenery would do HL2 some good.
Because you have alive grass at the coast even though the trees are dead.[/QUOTE]
Grass doesn't die when trees die. At least, not where I live (not sure about Eastern Europe). Trees "die" (or rather, go dormant and minimize their surface area by dropping their leaves) when the temperature gets below a certain threshold. AFAIK, most grass species have no such response, the only situation I can think of where grass would die in the cold is if it was crushed by snow.
That being said I totally agree, the dead foliage helps the tone of the game but having SOME semi-alive stuff would be nice. To extend the metaphor, its like nature is holding on and fighting back just like the rebels are.
I like the texture work you've done. My only real criticism is that the bottom portion of your wall looks a lot cleaner than the vanilla texture, with scratches everywhere. But then again, I'm usually over-critical.
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