[QUOTE=Sally;44268948]You dont add ports to a greenlit mod.[/QUOTE]
Ah fuck I forgot that. I am a dumbass
[QUOTE=SimplePlanz69;44268916]Also the last pic shows my brand new 1024x1024 road texture - I am working on the dirtmap and decals right now.
[URL=http://s1333.photobucket.com/user/legoman6986/media/hl2_newcoast0008_zpsb7d8e219.jpg.html][IMG]http://i1333.photobucket.com/albums/w626/legoman6986/hl2_newcoast0008_zpsb7d8e219.jpg[/IMG][/URL][/QUOTE]
This is kinda deja vu. :v:
[QUOTE=Clear_Strelok;44223241]So I started to work on the coast roads: (I Tried to mimic Stalker Roads style, but I'm not really happy with the result so far. The texture is about 4X the size of the original but it still looks kinda low/medium-res.)
[T]http://img15.hostingpics.net/pics/9627662014031300025.jpg[/T] [T]http://img15.hostingpics.net/pics/6608182014031300024.jpg[/T][/QUOTE]
[QUOTE=Fat-Corgi-Guy;44223532]One of our texture artists already did the road texture, it was [url=http://facepunch.com/showthread.php?t=1263005&p=44055114&viewfull=1#post44055114]posted only 2 weeks ago...[/url]
[t]http://shrani.si/f/2m/HR/3Ph6EUmT/test0011.jpg[/t][/QUOTE]
Yeah I know Hammer was fucking up so I couldn't compile and get a screenshot
I was bored so I went for a Hi-res watermelon.
[T]http://img11.hostingpics.net/pics/1686502014031700069.jpg[/T]
(Please don't judge me)
[QUOTE=Clear_Strelok;44269124]I was bored so I went for a Hi-res watermelon.
[T]http://img11.hostingpics.net/pics/1686502014031700069.jpg[/T]
(Please don't judge me)[/QUOTE]
Honestly looks way too gritty for a watermelon. They're way smoother.
[QUOTE=I am Error;44269282]Honestly looks way too gritty for a watermelon. They're way smoother.[/QUOTE]Well I've based the external texture on this picture with some additional dirt since watermelons in HL2 are mostly placed in the middle of a warzone.
[T]http://img4.wikia.nocookie.net/__cb20080430142522/desencyclopedie/images/a/ac/Pasteque.jpg[/T]
[QUOTE=Clear_Strelok;44269314]Well I've based the external texture on this picture with some additional dirt since watermelons in HL2 are mostly placed in the middle of a warzone.
[T]http://img4.wikia.nocookie.net/__cb20080430142522/desencyclopedie/images/a/ac/Pasteque.jpg[/T][/QUOTE]
Yeah, but not like they are just gonna let their food lie around carelessly, right?
jesus fucking christ it doesn't matter
Yeah but iirc mostly they're found in citizen kitchens, presumably one of the few real foods the combine let people have alongside fast food (possibly).
[editline]17th March 2014[/editline]
And before someone asks, the fast food bag has a metrocop on it, so it's not pre-war.
I am not saying it does matter that much, just said that citizens, warzone or not, wouldn't let their food lay in dirt and such. If you feel like that's dumb opinion, feel free to slap dirt on everything you want.
[QUOTE=NixNax123;44269613]jesus fucking christ it doesn't matter[/QUOTE]
Heresy!
[QUOTE=Dom Pyroshark;44269731]I am not saying it does matter that much, just said that citizens, warzone or not, wouldn't let their food lay in dirt and such. If you feel like that's dumb opinion, feel free to slap dirt on everything you want.[/QUOTE]The dirt is only [I]external[/I] because these watermelons are mostly located in places where all the inhabitants are dead. (At least in the "Follow freeman" level) So while the inside of this delicious aliment remains perfectly healthy I think it's more consistent to have everything in the apartment bein affected in the same way by the dust and the fighting that took place there. And didn't say that your opinion on the question was dumb in any way, don't worry about that.
Jesus christ, Watermelons are taken very seriously here.
[QUOTE=Clear_Strelok;44269834]Jesus christ, Watermelons are taken very seriously here.[/QUOTE]
You should have seen the soda can talk. Oh boy, that was fun.
[QUOTE=NixNax123;44269613]jesus fucking christ it doesn't matter[/QUOTE]
nope we're gonna have a long argument about watermelons now
well since these god damn watermelons were left out in the sun, exposed to the air and not in a fridge it's safer to assume that they're rotten and disgusting by now
Or maybe it's a game and there are more important things to discuss than the decay of watermelons :v:
[QUOTE=IceyMalone;44271318]Or maybe it's a game and there are more important things to discuss than the decay of watermelons :v:[/QUOTE]
impossible!!!!
[B]Half-Life: Decay[/B] [I](of watermelons)[/I]
[QUOTE=Fat-Corgi-Guy;44271374][B]Half-Life: Decay[/B] [I](of watermelons)[/I][/QUOTE](Insert reaction here)
Also, less dirty watermelon. For all gourmets.
[T]http://img15.hostingpics.net/pics/2581782014031700083.jpg[/T]
[QUOTE=Fat-Corgi-Guy;44271374][B]Half-Life: Decay[/B] [I](of watermelons)[/I][/QUOTE]
Quick, stop all work on HL2E and work on HLDoW
[QUOTE=Clear_Strelok;44271403][IMG]http://uppix.net/9/e/8/8d6f0e3d1a74c7bbd0351a08fad04.gif[/IMG][/QUOTE]
might want to snip that reaction image
Im thinking of using the weapon_cubemap entity to make a unified material library from which developers can take values from the vmts for their models. Kind of like a PBR system for source where the values for different surfaces can be unified. Not only will this be simply usefull for asset creation in source but will also be good for a coherent art style. I will probably release this library and some documentation to the public.
[IMG]http://www.marmoset.co/wp-content/uploads/microcompare05.jpg[/IMG]
[IMG]http://www.marmoset.co/wp-content/uploads/materialref01.png[/IMG]
[QUOTE=gk99;44271416]Eh, I'd snip that.
Reaction images warrant bans.[/QUOTE]
So does backseat moderating lol.
[QUOTE=Uberslug;44271469]So does backseat moderating lol.[/QUOTE]
Well I mean, it's not like I'm going "SNIP THAT OR GET BANNED."
Just giving a friendly heads up/reminder
[QUOTE=gk99;44271487]Just giving a friendly heads up/reminder[/QUOTE]Actually I wasn't even aware of this so thank you to have warned me about it.
But let's go back to the subject with that Ravenholm sign I've presented earlier:
[QUOTE=Clear_Strelok;44265328]It's Ravenholm time ! In 2048 x 2048 instead of the default 256 x 256 resolution, because Father Grigori deserves it.
It's mostly done but I realised once in-game that the texture is automatically stretched twice its size horizontally, so i think I'll make a few modifications to the dirt parts.
[T]http://img4.hostingpics.net/pics/4092832014031700019.jpg[/T] [/QUOTE]
Now I think it's pretty finished. (Not much changes in Fact. I've corrected the stretching issue with that dirt along with adding a few more détails, but now I think it looks decent)
[T]http://img15.hostingpics.net/pics/5066812014031700046.jpg[/T]
[QUOTE=Clear_Strelok;44271511]But let's go back to the subject with that Ravenholm sign.[/QUOTE]
It's getting better, but now the cracks and marks make it look like marble, or some kinda of stone...maybe if you threw a specular and some phong on there it'd look better.
Well I've actually removed the cracks and replaced them with smoother details that better match the original texture density. Maybe some brighter screenshots will help:
[T]http://img15.hostingpics.net/pics/9920692014031700051.jpg[/T] [T]http://img15.hostingpics.net/pics/5300952014031700042.jpg[/T]
But your advice is good, I think that it's worth creating a specific normal considering the size and exposition of this texture in the game. I still need to learn how Source Phongmasks works though.
[QUOTE=Clear_Strelok;44271403][T]http://img15.hostingpics.net/pics/2581782014031700083.jpg[/T][/QUOTE]
Jesus Christ that outlet.
[QUOTE=SFC003;44271417]might want to snip that reaction image[/QUOTE]
good thing you quoted it