I wish I could help, my only texture experience was making a container wall texture just today, no bumpmaps, just a normal for the 4096 version.
[t]http://puu.sh/2ZMex.jpg[/t]
I'd offer it to you, but I'm not sure that's even the legal way to make textures, I just grabbed a picture of a container wall of google :v:
Besides, it has no side or rear counterparts, or bumpmaps, or anything fancy, just a normal map and vmt.
See here so not derail: [url]http://facepunch.com/showthread.php?t=1260955&p=40755565&viewfull=1#post40755565[/url]
In case the relevant modders here haven't seen it, there's a guy in the Half Life 2 discussion thread who's submitting changes to the Half Life 2 maps for the steampipe beta. It's unclear at the moment whether he has the VMF source or not, but it might be worth looking into.
[QUOTE=p0rtalplayer;40762060]In case the relevant modders here haven't seen it, there's a guy in the Half Life 2 discussion thread who's submitting changes to the Half Life 2 maps for the steampipe beta. It's unclear at the moment whether he has the VMF source or not, but it might be worth looking into.[/QUOTE]
Huh, I saw that but this didn't even cross my mind. Good suggestion.
[QUOTE=p0rtalplayer;40762060]In case the relevant modders here haven't seen it, there's a guy in the Half Life 2 discussion thread who's submitting changes to the Half Life 2 maps for the steampipe beta. It's unclear at the moment whether he has the VMF source or not, but it might be worth looking into.[/QUOTE]
[url]http://facepunch.com/showthread.php?t=1260955&p=40762134&viewfull=1#post40762134[/url]
Anyway he continues submitting fixes, so is good.
[QUOTE=MaxOfS2D;40763461][img]http://i.imgur.com/FrQjo9x.png[/img][/QUOTE]
What the fuck :v:
Why did he think that was a remotely good idea
[QUOTE=kaze4159;40763496]What the fuck :v:
Why did he think that was a remotely good idea[/QUOTE]
It could be turned into a good idea if it was half the size and mostly destroyed (IMO)
but right there the scale of it makes no sense lol
Normal world bridges: all of them end somewhere and the roads have curves. Fakefactory bridges: once one exists, it goes on forever in a straight line through the entire game world.
Hey guys, would you mind if we took a few creative liberties with the maps? Not as much as fakefactory did, but I think some extra buildings and trees n stuff would help the location feel more believable.
Or would you rather have very few changes to the location?
[QUOTE=Stiffy360;40764901]Hey guys, would you mind if we took a few creative liberties with the maps? Not as much as fakefactory did, but I think some extra buildings and trees n stuff would help the location feel more believable.
Or would you rather have very few changes to the location?[/QUOTE]
Very few, maps are designed the way they are to make the game the game.
You start changing stuff and adding more stuff, you start detracting from the game.
[QUOTE=MaxOfS2D;40763461][img]http://i.imgur.com/FrQjo9x.png[/img][/QUOTE]
Jeez, I thought you were talking about the bridge prop stolen from Metro 2033. But that is- what the hell is that? It's almost as intrusive and imposing than the freakin' Citadel, and even more featureless.
And he still didn't fix the nonsense crane setup!
[QUOTE=Ereunity;40764963]Very few, maps are designed the way they are to make the game the game.
You start changing stuff and adding more stuff, you start detracting from the game.[/QUOTE]
A few trees here and there, + some extra buildings to make C17 actually feel like a city wouldn't hurt.
As long as the maps play the same and the atmosphere is intact, I'd be all for a few changes to make things more believable and make sense. Although if you're making any obvious changes it'd probably be a good idea to see what people think first.
[QUOTE=Stiffy360;40764901]Hey guys, would you mind if we took a few creative liberties with the maps? Not as much as fakefactory did, but I think some extra buildings and trees n stuff would help the location feel more believable.
Or would you rather have very few changes to the location?[/QUOTE]
I was under the impression that that's what they were doing.
Not changing maps in a way that would drastically affect gameplay, but making them feel more full and fleshed out.
[QUOTE=HGrunt;40763675]Normal world bridges: all of them end somewhere and the roads have curves. Fakefactory bridges: once one exists, it goes on forever in a straight line through the entire game world.[/QUOTE]
And here I was thinking Fakefactory likes curves. :v:
[QUOTE=Ken Chan;40765562][video=youtube;FUCjC0CMdPI]http://www.youtube.com/watch?v=FUCjC0CMdPI[/video][/QUOTE]
Uh, that song doesn't really match at all. Just saying.
needless addition
I liked the music, it just didn't really fit, IMO.
The song was probably just to show for some reason
your not actually gettign rid of the HL2 OST, right
Why would we?
Yeah, please don't use that.
Cool song, horribly unfitting with the game.
The only thing that should play there is this:
[media]http://www.youtube.com/watch?v=Er44IOyuLzQ&list=PL7FADDA74E08A8AEE[/media]
[QUOTE=Skyward;40768394]Yeah, please don't use that.
Cool song, horribly unfitting with the game.[/QUOTE]
I thought it sounded more or less like the other HL2 songs and fit very well, though maybe not in that area of the game.
[editline]24th May 2013[/editline]
[QUOTE=SFC003;40767865]The song was probably just to show for some reason
your not actually gettign rid of the HL2 OST, right[/QUOTE]
Why would we get rid of the OST?
I'm wondering why you guys are deferring work on the mapping until texture work is complete. It doesn't make sense to me; the sooner you get map work done, the sooner this mod gets into everyone's computers. I'm not reprimanding you or anything. Just curious as to why you're doing this?
i think you could maybe get away with putting that song over the end credits, but anything else wouldn't really fit at all
i must be the only person in the world who hates the hl2 ost
[QUOTE=Azzator;40768765]I'm wondering why you guys are deferring work on the mapping until texture work is complete. It doesn't make sense to me; the sooner you get map work done, the sooner this mod gets into everyone's computers. I'm not reprimanding you or anything. Just curious as to why you're doing this?[/QUOTE]
'Cause all the new environment textures are 2-4 times the size of the original textures, in order for those to work the mappers have to resize them to fit the brushes in hammer. I figure it'd be easier to do all the map brush work and texture resizing in one go, rather than doing one, then having to go back and do the other, especially if we add new secret areas or extra details, that means even more textures that need to be resized.
[QUOTE=Fat-Corgi-Guy;40768660]I thought it sounded more or less like the other HL2 songs and fit very well, though maybe not in that area of the game.
[editline]24th May 2013[/editline]
Why would we get rid of the OST?[/QUOTE]
it hardly fit the hl2 style at all
[QUOTE=Fat-Corgi-Guy;40768830]'Cause all the new environment textures are 2-4 times the size of the original textures, in order for those to work the mappers have to resize them to fit the brushes in hammer. I figure it'd be easier to do all the map brush work and texture resizing in one go, rather than doing one, then having to go back and do the other, especially if we add new secret areas or extra details, that means even more textures that need to be resized.[/QUOTE]
Imo it's much easier to lay out the brushwork this early, even if only as dev textures. If I'm reading you correctly, texture resizing is hardly as taxing as the actual mapping, but to each his own I guess.
TBH, I think some generic Quiet music couldn't hurt. Not like an orchestra, just some quiet notes playing in the background while running around looking for ammo and crap.
Also, I was thinking of overhauling a few things like the coast, because half of it's looks were trying to optimize for a computer your grandma would run and another half was lazyness. I think some fancy terrain would be good, but keeping the original charm in mind.
Also, that and lowering lightmap scale in some places.
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