• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=Juniez;44186746]no, source has a max texture limit of 4096^2 and it would be silly to have environment textures anywhere near that size [/QUOTE] Recommended is below 4096^2, but I've successfully imported 8192^2 (and even a 16384^2 I think).
And 4096 isn't too high if it's a big texture. I can understand it for important models you see up close and big environment textures. As long as you don't texture every damn soda can and milk jug you should be fine. Same with polygon count. Modern graphics cards can handle much more than before.
[QUOTE=tehstrelok;44186369]could a texture have a super resolution like 10000x10000? just to know, for terrain and irregular textures, you could have them unescaled occupying a large area without tiling[/QUOTE] nah, but there's technique maxofs2d talked about to reduce visible tiling: [url]http://blog.maxofs2d.net/?p=2132&utm_source=twitterfeed&utm_medium=twitter[/url]
[QUOTE=tehstrelok;44186369]could a texture have a super resolution like 10000x10000? just to know, for terrain and irregular textures, you could have them unescaled occupying a large area without tiling[/QUOTE] I think RAGE did that and while the world didn't tile at all, the filesize was nearing 24 GB.
[QUOTE=Mr. Someguy;44187573]I think RAGE did that and while the world didn't tile at all, the filesize was nearing 24 GB.[/QUOTE] I thought it was like some simple gradients and then there was a ton of tinier textures overlapping each other to make it unique?
Honestly just upping the texture resolution isnt going to cut it, simply we will have to add more detail in general to the areas where texture tiling is obvious. Map specific models and the like.
[QUOTE=gjsdeath;44187437]And 4096 isn't too high if it's a big texture. I can understand it for important models you see up close and big environment textures. As long as you don't texture every damn soda can and milk jug you should be fine. Same with polygon count. Modern graphics cards can handle much more than before.[/QUOTE] no 4k for normal environment textures are crazy in every current generation sense.. it'd make sense for hero pieces like weapons or usable vehicles but tiling env textures?? [QUOTE=nomad1;44187659]I thought it was like some simple gradients and then there was a ton of tinier textures overlapping each other to make it unique?[/QUOTE] afaik one of id tech 5's key features was to allow for massive texture files to be kind of streamed in pieces in without much performance impact soooooo RAGE's environment textures were completely unique and baked down - 'unique' being that every pixel had their own UV space, not necessarily in the fact that every detail was completely new (that would be practically impossible... but technically possible in id tech 5)
[QUOTE=MrBunneh;44187565]nah, but there's technique maxofs2d talked about to reduce visible tiling: [url]http://blog.maxofs2d.net/?p=2132&utm_source=twitterfeed&utm_medium=twitter[/url][/QUOTE] This looks like something to consider, especially for larger areas.
[QUOTE=nomad1;44187659]I thought it was like some simple gradients and then there was a ton of tinier textures overlapping each other to make it unique?[/QUOTE] Nope, RAGE utilized something aptly named "Megatexturing" allowing someone to create a massive texture that was unique in any given spot which could be applied across the whole map. That's what allowed for all of those beautiful flowing roads you saw in the game.
[QUOTE=Magman77;44188002]Nope, RAGE utilized something aptly named "Megatexturing" allowing someone to create a massive texture that was unique in any given spot which could be applied across the whole map. That's what allowed for all of those beautiful flowing roads you saw in the game.[/QUOTE] Not sure if this is a texture atlas or a partially resident texture, but at least on PC the driver situation is or was (I am speaking for OpenGL here, dunno if DX even supports PRT) not sufficiently good for the latter to be a prerequisite for the game ...
(Looks like I've cut-pasted this message in edition mode instead of simply quoting it. So I guess this post is officialy declared Missing In action)
Those signs textures looks new, too new. An example is the '30' sign. The original texture made the sign looked as if it has been put up there for years while the new texture made the sign looked as if it has been put up for only a few weeks. It's either that or it's the huge color contrast between the bright yellow texture and the dull grey concrete texture in the background.
[QUOTE=iAmaNewb;44189371]Those signs textures looks new, too new. An example is the '30' sign. The original texture made the sign looked as if it has been put up there for years while the new texture made the sign looked as if it has been put up for only a few weeks. It's either that or it's the huge color contrast between the bright yellow texture and the dull grey concrete texture in the background.[/QUOTE]Well I can't see how: they have been designed to have the same look as the original textures and they have more apparent rust. maybe this impression comes from the difference of resolution between the two. EDIT: You are right about the "30" sign though. I've just realised that I didn't added the metallic details on it yet. Silly me.
[QUOTE=Clear_Strelok;44189445]Well I can't see how: they have been designed to have the same look as the original textures and they have more apparent rust. maybe this impression comes from the difference of resolution between the two. EDIT: You are right about the "30" sign though. I've just realised that I didn't added the metallic details on it yet. Silly me.[/QUOTE] It's the fact that the paint, lettering, and symbols show no wear at all beyond a slight texture overlay. Look at the original '30' sign- it has a big scratch on the right side, taking away a piece of the blue paint/print, then there's some smaller ones around the rest of it. Yours is more or less completely solid, and the ring around the outside has no wear what-so-ever in terms of chipping.
[QUOTE=Fat-Corgi-Guy;44189499]It's the fact that the paint, lettering, and symbols show no wear at all beyond a slight texture overlay. Look at the original '30' sign- it has a big scratch on the right side, taking away a piece of the blue paint/print, then there's some smaller ones around the rest of it. Yours is more or less completely solid, and the ring around the outside has no wear what-so-ever in terms of chipping.[/QUOTE]Oh, I see what you mean. Let's try this way then: [T]http://img4.hostingpics.net/pics/266865signstreet006bd.png[/T]
Maybe fade the sign a bit- Wait, do signs even fade?
I've just find out why the "30" sign texture I've made was nowhere to be seen in-game: All the signs in the sandtrap level are using a common texture. The new texture is near completion, there's only three signs left. (Don't know if the 2048² resolution is reasonnable perfomances-wise though. Maybe I should reduce it to 1024²) [T]http://img4.hostingpics.net/pics/593973streetsignscomposite01.png[/T]
[QUOTE=Clear_Strelok;44189740]I've just find out why the "30" sign texture I've made was nowhere to be seen in-game: All the signs in the sandtrap level are using a common texture. The new texture is near completion, there's only three signs left. (Don't know if the 2048² resolution is reasonnable perfomances-wise though. Maybe I should reduce it to 1024²) [T]http://img4.hostingpics.net/pics/593973streetsignscomposite01.png[/T][/QUOTE] It's getting better, but I would say change up the wear and tear with each (or almost each) sign, I know it's not like that on the original texture, probably, but it will add a lot more variety to the sign.
[QUOTE=Clear_Strelok;44189740][T]http://img4.hostingpics.net/pics/593973streetsignscomposite01.png[/T][/QUOTE] I think the detail you've added (especially the one on the left-upper side of the signs) looks more like white paint brushed over it and less like color eroded/scratched away. You might try making the edges of the "overlay" more noisy and/or blurry instead of round.
[QUOTE=Clear_Strelok;44189740]I've just find out why the "30" sign texture I've made was nowhere to be seen in-game: All the signs in the sandtrap level are using a common texture. The new texture is near completion, there's only three signs left. (Don't know if the 2048² resolution is reasonnable perfomances-wise though. Maybe I should reduce it to 1024²) [T]http://img4.hostingpics.net/pics/593973streetsignscomposite01.png[/T][/QUOTE] The splashes on the first 3 look good, but the brushed lines of white on the rest don´t look right, should be more like in the first yellow and red signs. could each also have their own details rather than using the same for all? Still a nice work my clear me
Thanks for the advices guys, actually I think I will get rid of the white brush on the right now, I've just tested it in-game and It just makes the texture repetition too much noticeable. (Especially on the Sandtrap level where you will find the same sign about three times in five minutes) Using painting brushes wasn't such a good idea either, now I think I will rather go for a cracked aspect. So here's how the basic texture looks like now: [T]http://img4.hostingpics.net/pics/247663signstreet006bd.png[/T] Now I have to make different areas where the painting will have a peeling aspect for each variation, as Fat-Corgi-Guy suggested.
[QUOTE=Clear_Strelok;44190949]Thanks for the advices guys, actually I think I will get rid of the white brush on the right now, I've just tested it in-game and It just makes the texture repetition too much noticeable. (Especially on the Sandtrap level where you will find the same sign about three times in five minutes) Using painting brushes wasn't such a good idea either, now I think I will rather go for a cracked aspect. So here's how the basic texture looks like now: [T]http://img4.hostingpics.net/pics/247663signstreet006bd.png[/T] Now I have to make different areas where the painting will have a peeling aspect for each variation, as Fat-Corgi-Guy suggested.[/QUOTE] IMO looks way too noisy for a metal sign. I'd go with scratches rather than grain.
[QUOTE=Stiffy360;44191612]IMO looks way too noisy for a metal sign. I'd go with scratches rather than grain.[/QUOTE] It's paint, and I have to say that it looks just like peeled off paint.
[QUOTE=Antivirus_404;44191687]It's paint, and I have to say that it looks just like peeled off paint.[/QUOTE] Yeah, the cracks look believable so far, but we'll need ingame screenshots (with bumpmaps?) to say more.
[QUOTE=Antivirus_404;44191687]It's paint, and I have to say that it looks just like peeled off paint.[/QUOTE] It looks like peeling paint on metal- except for the fact that it's just a texture overlayed onto it, the metal that the paint is peeling off of is the same color as the paint because of it. It should be the color of the metal under the paint, not the paint itself to achieve that effect. Also the way it's peeling, the blue and white paint would be distorted by the cracks instead of having perfect circles and shapes. It's starting to shape up well, but there's some things holding it back still.
[QUOTE=Clear_Strelok]I have some difficulties to make them works in-game however, the radiation warning texture is correctly applied on a pannel seen just before going to Ravenholm, but the original texture is still displayed in the rest of the level and I was unable to find an variant that I could have missed in the game files. [/QUOTE] About that. The good news is that I've finally found what was the name of the paper version of this sign. The bad news is that I have mixed feelings about the result right now: [T]http://img15.hostingpics.net/pics/2327262014031000042.jpg[/T] What the hell ?
[QUOTE=Clear_Strelok;44190949]Thanks for the advices guys, actually I think I will get rid of the white brush on the right now, I've just tested it in-game and It just makes the texture repetition too much noticeable. (Especially on the Sandtrap level where you will find the same sign about three times in five minutes) Using painting brushes wasn't such a good idea either, now I think I will rather go for a cracked aspect. So here's how the basic texture looks like now: [T]http://img4.hostingpics.net/pics/247663signstreet006bd.png[/T] Now I have to make different areas where the painting will have a peeling aspect for each variation, as Fat-Corgi-Guy suggested.[/QUOTE] much better, I like the cracks of the worn paint [QUOTE=Clear_Strelok;44192075]About that. The good news is that I've finally found what was the name of the paper version of this sign. The bad news is that I have mixed feelings about the result right now: [T]http://img15.hostingpics.net/pics/2327262014031000042.jpg[/T] What the hell ?[/QUOTE] you might need to scale it in the vmt
[QUOTE=Fat-Corgi-Guy;44192063]It looks like peeling paint on metal- except for the fact that it's just a texture overlayed onto it, the metal that the paint is peeling off of is the same color as the paint because of it. It should be the color of the metal under the paint, not the paint itself to achieve that effect. Also the way it's peeling, the blue and white paint would be distorted by the cracks instead of having perfect circles and shapes. It's starting to shape up well, but there's some things holding it back still.[/QUOTE]As I said it's just the basic texture, with very small peeling applied on top of the rest of the texture. (You can see a slight shadow between the cracks but nothing more) I've made some experiments for the sign that we are to see only once in the game however. It's far from completion since I didn't even started doing the normal maps so any advices will be greatly appreciated: [T]http://img15.hostingpics.net/pics/945260streetsignscomposite01.png[/T] (Oh and I tried not to reproduce the same peeling paint effect on every sign. Somes are just affected by a progressive rust while others are half destroyed.
[QUOTE=Clear_Strelok;44192075]About that. The good news is that I've finally found what was the name of the paper version of this sign. The bad news is that I have mixed feelings about the result right now: [T]http://img15.hostingpics.net/pics/2327262014031000042.jpg[/T] What the hell ?[/QUOTE] I really don't see the issue, looks fine to me.
[QUOTE=SirLemon;44192168]I really don't see the issue, looks fine to me.[/QUOTE] It's too dangerous!
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