09-22-2005, 04:06 AM | #1 |
Join Date: Dec 2004
Location: Ohio
Posts Rated Helpful 0 Times
|
Texture Woes
I'm at the point where I want to do a bit of basic texturing, but I'm running into the same problem I had with HL1 - most of the default textures are really really ugly, grubby industrial stuff that I don't really like much. I can't even find much in the CS:S wads that I'm that crazy about.
There are some nice basic wads for FF I see here, but does anyone know a site with some decent custom vtf sets? It seems the bad thing about games that use higher-quality textures is that it's a lot harder to find them. Sadly there's nothing like Wadfather for HL2 yet that I've seen |
|
09-22-2005, 05:48 AM | #2 |
Retired FF Staff
Join Date: Jan 2005
Location: CowTown
Posts Rated Helpful 0 Times
|
A digital camera will get you texture maps of any size you need
Ok, I know that wasn't helpful :P |
|
09-22-2005, 06:48 AM | #3 |
Join Date: Dec 2004
Location: Ohio
Posts Rated Helpful 0 Times
|
Think I'm going to start off with that texture pack from HourPitores. It's actually pretty close to what I was looking for, even though it will probably be overused in FF maps.
|
|
09-22-2005, 11:12 AM | #4 |
Join Date: Dec 2004
Location: Ohio
Posts Rated Helpful 0 Times
|
I'm still not totally sold, but it's definately a step in the right direction:
UGLY PIX0RZ REMOVED [edit] on second thought, it may, in fact, look godawful |
|
09-22-2005, 11:29 AM | #5 |
Join Date: Feb 2005
Location: Europe, Front Yard
Posts Rated Helpful 0 Times
|
pretty much. you can always try to reduce the scaling of the upper level's wall texture (brick + red fringe) but i doubt it'll revolutionise how the map looks.
|
|
09-22-2005, 11:34 AM | #6 |
Join Date: Dec 2004
Location: Ohio
Posts Rated Helpful 0 Times
|
part of the problem is that the textures, while large and good quality, are "big" in terms of the size of the bricks etc... so to make them look to scale, you would almost have to scale them down lower than .25, which doesn't seem like a good idea...?
ah well, I'll keep working on it. now that I know how to use custom textures, I can start dumping CS:S stuff into Hammer to try out, too. |
|
09-22-2005, 11:37 AM | #7 |
Join Date: Feb 2005
Location: Europe, Front Yard
Posts Rated Helpful 0 Times
|
scaling less/more than 0.25, i do that all the time when experimenting with textures and never noticed any issue. never heard of anyone having problems doing that either. of course you can run into the problem of making the texture pattern too obvious but that's your problem really, afaik there's nothing preventing you from doing that.
|
|
09-22-2005, 11:49 AM | #8 |
Join Date: Mar 2005
Posts Rated Helpful 0 Times
|
during the map compile, solid bruses get split along the line where a texture repeats. so by having a texture repeating more often by reducing its scale, your map would end up drawing more polys.
more of a technical reason not to scale textures too small, rather than the asthetic one of the repeat being too obvious. |
|
09-22-2005, 02:13 PM | #9 |
Join Date: May 2005
Posts Rated Helpful 0 Times
|
are you going to make shaders/bumbmaps for those imported textures?
|
|
09-22-2005, 02:40 PM | #10 | |
Retired FF Staff
Join Date: Dec 2004
Location: Scotland
Posts Rated Helpful 0 Times
|
Quote:
|
|
|
09-22-2005, 05:25 PM | #11 |
Join Date: Mar 2005
Posts Rated Helpful 0 Times
|
aye, most hl2 textures have been made for use at .25 scale. but as world polys are still amongst the most expensive to render, i still wouldn't want to be splitting a face more that could be helped.
|
|
09-23-2005, 12:19 PM | #12 |
Join Date: Dec 2004
Location: Ohio
Posts Rated Helpful 0 Times
|
Think it's getting better. I broke up the brushwork some, to allow all textures to remain at .25 scale. In doing so, I made separate brush layers for trim etc. The regular textures are stock HL2 stuff, the trim is from HourPitores texture pack. I think the main thing is to get myself making the brushwork with texturing in mind. Even if I don't stick with the same ones, at the brushes will be in sizes condusive to easy texturing. |
|
09-23-2005, 02:26 PM | #13 | |
Join Date: May 2005
Posts Rated Helpful 0 Times
|
Jinx, I think you found your bottle of mojo finally! It's looking great!
Quote:
P.S. oh yeah, on your second floor level you should use your team color texture as a trim band aound the floor area around your circular opening. That way, your square tile flooring dosen't look wierd terminating there. |
|
|
09-23-2005, 04:30 PM | #14 | |
Join Date: Dec 2004
Location: Ohio
Posts Rated Helpful 0 Times
|
Quote:
I am agonizing over the doing trim on the floor. I think I'll do it eventually, but right now it's more vertex manipulation than my little mind wants to deal with |
|
|
09-23-2005, 06:32 PM | #15 |
Retired FF Staff
|
Yeah, the whole "separate texture layer" is why you texture as you go and not use dev textures or textures as "place holders". You'll never finish a map that way (dev textures/placeholders) or make one that looks any good.
__________________
Head of the Orca Revolution (TM) |
|
09-23-2005, 08:25 PM | #16 | |
Join Date: May 2005
Posts Rated Helpful 0 Times
|
Quote:
GOD I hate to say this....but you are RIGHT!!!!!!!! I'm dealing with that VERY issue with 2 maps right now!!!! But we gotta' do what we gotta' do since we have no FF textures yet other than the non MOD team ones (which by the way I'm hesitant to use) I use the "layerd cake" method too. That's an excellent term to describe the style. |
|
|
09-23-2005, 10:56 PM | #17 | |
Join Date: Dec 2004
Location: Ohio
Posts Rated Helpful 0 Times
|
Quote:
now I gotta start reworking the outside: http://cryotank.net/remote/lj_ramparts01.jpg arg? |
|
|
09-23-2005, 11:29 PM | #18 | |
Join Date: May 2005
Posts Rated Helpful 0 Times
|
Quote:
|
|
|
09-26-2005, 10:19 AM | #19 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
Posts Rated Helpful 0 Times
|
It's looking mighty fine, Jinx.
I might suggest that you make the border like 4 units high instead of 1? That way it'll look intentional instead of a bit wierd. It's the same number of polies either way, obviously. Unless of course you plan to make it flush with the floor eventually anyway. I like the stairs in the middle there, by the way. |
|
09-26-2005, 10:32 AM | #20 |
Join Date: Dec 2004
Location: Ohio
Posts Rated Helpful 0 Times
|
not a bad idea Nezumi, I'll try that.
|
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
|
|