• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
looks good, but as amish says, too sandy for that place
[QUOTE=Fat-Corgi-Guy;42703721]So is this floor better now? [t]http://i.minus.com/io9tyoaRfqRk5.png[/t][t]http://i.minus.com/ibdCbJOSpTW7tP.png[/t][t]http://i.minus.com/ibrkzG5aTI9lO2.png[/t][/QUOTE] I think you could darken it a bit more and that would make the wall and floor transition seem less abrupt.
I don't know how, but is there some way to make the wall/floor transition more smooth? Like, something to act as a trim or the like? Cause right now while the textures are top notch, there's still this perfect right angle separating old concrete floor and tattered brick, which is way off.
[QUOTE=SirLemon;42704944]I don't know how, but is there some way to make the wall/floor transition more smooth? Like, something to act as a trim or the like? Cause right now while the textures are top notch, there's still this perfect right angle separating old concrete floor and tattered brick, which is way off.[/QUOTE] Clever use of decals and overlays will take that effect away (as in, chipped plaster and remains of it on the floor etc), atleast partially, but that has to be done in the mapping stage,
Oh Jesus, I just realized how big 2048x2048 actually is. Good work.
[QUOTE=Fat-Corgi-Guy;42697588]My guess is the reason why the textures are blurry is problems with the mipmaps (note I do not know much about mip maps, so if this is could be incredibly stupid) since I'm using 2048^2048 textures that are rescaled in the VMT, the mipmap gets scaled for the size of teh image, it being 8 times the size of the original it gets blurrier faster 'cause it's covering the same surface area as the original, even though it's bigger. [/QUOTE] Mipmaps half recursively, so it takes 2048 and the first mip is 1024, the next is 512, then 256, 128, 64,32,16,8,4,2,1. (2048 has 11 mip steps)
[QUOTE=Cows Rule;42704114]The floor-wall transition looks a bit abrupt, as does that wall corner on the left.[/QUOTE] That's because it's Source.
[QUOTE=Uberslug;42707866]That's because it's Source.[/QUOTE] Just 'cause it's Source doesn't mean you can't fix that, you could probably just blend the floor and wall textures together easily in Hammer.
I'm sure it will work a lot better once they fuck that shit up with decals on the re-brushing pass
What they need are modular brush edge models. Tiny bits of debris to occupy the split between floor and wall brushes.
What was that mod that made extremely pretty work out of Source? How did they deal with these problems? I've always just assumed it was a a side-effect of how the the maps were made. I don't think Source can bleed textures into each other either, can it?
It can only on displacements (I think?)
[QUOTE=Mr. Someguy;42708884]What was that mod that made extremely pretty work out of Source? How did they deal with these problems? [/QUOTE] What, Dear Esther? It was mostly displacements, and low light; so you didn't run into exactly the same problems. (Also Dear Esther's texture set is a bit special, we can't do some of that stuff with HL2) [QUOTE=Mr. Someguy;42708884] I've always just assumed it was a a side-effect of how the the maps were made. I don't think Source can bleed textures into each other either, can it?[/QUOTE] You can, but they have to be displacements; not very mapper or engine friendly to make the walls out of 'em.
I was also thinking when the dev team as a whole get to the mapping stage, would it be possible to sometimes map in bricks in the walls so it doesnt look so fake? We can't have parallax so it being completely flat really ruins good textures corgi makes, imho.
[QUOTE=Mr. Someguy;42708884]What was that mod that made extremely pretty work out of Source? How did they deal with these problems? [/QUOTE] Dear Esther got around that by cluttering the edges of brushes with foliage models. You can turn them off in the options and it won't looks very amazing.
[QUOTE=Mr. Someguy;42708884]I don't think Source can bleed textures into each other either, can it?[/QUOTE][URL="https://developer.valvesoftware.com/wiki/WorldVertexTransition"]WorldVertexTransition[/URL]?
[QUOTE=endorphinsam;42709081]I was also thinking when the dev team as a whole get to the mapping stage, would it be possible to sometimes map in bricks in the walls so it doesnt look so fake? We can't have parallax so it being completely flat really ruins good textures corgi makes, imho.[/QUOTE] Are you suggesting to make each individual brick a brush? Cause that's a bit too expensive
[QUOTE=endorphinsam;42709081]I was also thinking when the dev team as a whole get to the mapping stage, would it be possible to sometimes map in bricks in the walls so it doesnt look so fake? We can't have parallax so it being completely flat really ruins good textures corgi makes, imho.[/QUOTE] Making the bricks all brushwork is way too expensive and time consuming, and we [I]can[/I] have parallax, we just need to find a person who might be able to write a proper one for us to use.
[QUOTE=SirLemon;42710041]Are you suggesting to make each individual brick a brush? Cause that's a bit too expensive[/QUOTE] Not each individual brick, but I could probably make a model, which when aligned with the texture, would have 10-20 bricks jutting out.
Or just one or two on the very corners of walls like how... everyone else does it :P
[QUOTE=Stiffy360;42710541]Not each individual brick, but I could probably make a model, which when aligned with the texture, would have 10-20 bricks jutting out.[/QUOTE] That would be cool, but you'd have to do a lot of modeling to fit all the walls, and then some.
That's what modular setpieces are for. Most maps tend to follow Hammer's grid, so you'd just need a bunch of models to do the same, making sure they fit together nicely. Only trouble there would be trying not to hit Source's model limit.
[QUOTE=OpethRockr55;42714367]That's what modular setpieces are for. Most maps tend to follow Hammer's grid, so you'd just need a bunch of models to do the same, making sure they fit together nicely. Only trouble there would be trying not to hit Source's model limit.[/QUOTE] That's the "and then some"
Is this less "sandy-looking"? [t]http://i.minus.com/iZxWiC43FyUF9.png[/t][t]http://i.minus.com/iPU51z9gWtVnd.png[/t][t]http://i.minus.com/iHB4dzeu6M55Q.png[/t]
I think it looks good.
raise the brightness on the diffuse methinks, so it matches the brightness of the bricks.
[QUOTE=glitchvid;42718666]raise the brightness on the diffuse methinks, so it matches the brightness of the bricks.[/QUOTE] Yeah the diffuse is a tinge too dark. Other than that it's good. The gradient plaster fade on the brick still confuses me. The original had it as pieces and it makes more sense for plaster I think.
[QUOTE=Armageddon104;42719185]Yeah the diffuse is a tinge too dark. Other than that it's good. The gradient plaster fade on the brick still confuses me. The original had it as pieces and it makes more sense for plaster I think.[/QUOTE] Pretty sure we settled on it being paint bricks.
[QUOTE=OpethRockr55;42714367]That's what modular setpieces are for. Most maps tend to follow Hammer's grid, so you'd just need a bunch of models to do the same, making sure they fit together nicely. Only trouble there would be trying not to hit Source's model limit.[/QUOTE] The only limit for static props is your computer's will to live. I'll make the pieces fade out so that it doesn't kill your computer.
[QUOTE=Stiffy360;42726495]The only limit for static props is your computer's will to live. I'll make the pieces fade out so that it doesn't kill your computer.[/QUOTE] Nope. Static props are entities, and the entity limit is 2048. [B]Edit:[/B] Static props don't count as real entities.
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