The images are fucking big and stretch the page, therefore I’m not posting them straight in here.
It’s a very easy thing to recreate in Hammer, although it is very difficult to fine-tune it so it’s accurate. Basically you need to create a texture that’s like a grayscale gradient. I made it 1024x1024 px to make the texture look better when stretched on large faces.
Here’s the texture with RGB channels:
And here’s the alpha map:
Tweaking the angle and slope of the “shafts” in hammer is the most difficult part. You have to compile with your final lighting in place, then take a screen shot of that area so you know where the shadows’ edges are. Then you refer to that while in Hammer and tweak the shafts so they sort of “meet” at the edges of the shadows. For beginner mappers this sounds really complicated, but hopefully I’m explaining it well enough for more advanced users to understand. It’s 4 in the morning here.
Anyway, the texture I’m using probably isn’t the right way of doing it. The shading is probably not the best choice (some might think white should start at the top and fade in to gray) but I guess it depends on what you think looks best. What you’re seeing in the screen shot is the “dark side” of the shafts. I have a colored version of the texture that is on the other side (the “light side”). However, I still need to work on the coloring of this texture, as it’s too yellow currently. I’m trying to figure out how it should look, hopefully I can make the perfect textures for this effect.
Good night/morning, oh and don’t PM me for the texture, it’s already in the thread.
PS: Ignore my fail door texture missing its bumpmap.