returnWIP / Concept Area Screenshots by ReNo (view all 19 maps by this user)
WIP / Concept Area Screenshots


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Game: Half-Life 2: Other...
Added Sun Jan 22nd 2006

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This map has a discussion topic which can be visited here

NOT a real map - just a map to link the WIP screenshots thread to. Just a workaround to make a non-map specific thread in the map forum in other words smiley


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0 starsPosted by Gorbachev on Thu Oct 8th 2009 at 12:41am

Working on my GoldSrc to Source port:

Old
http://www.flickr.com/photos/43319150@N02/3991737152/in/photostream/

New (All terrain is placeholder, and the building is still WIP)
http://www.flickr.com/photos/43319150@N02/3991737308/in/photostream/


Other side, old:
http://www.flickr.com/photos/43319150@N02/3990988837/in/photostream/

Partially complete, new:
http://www.flickr.com/photos/43319150@N02/3991737206/in/photostream/


PS I'm testing Flickr, never used it before smiley
0 starsPosted by Enforcer on Mon Sep 28th 2009 at 5:30pm

I can understand exactly why goldsource mapping has it's perks, as I map for the first Unreal which was released in 1998.

Although I have no regrets about moving to source, when I think about it i would rather make something awesome with something just good, rather than make something good from something old smiley
0 starsPosted by tnkqwe on Mon Sep 28th 2009 at 5:17pm

Quoting "Enforcer"
Ah, that's cool.

A few months ago i was making this in Goldsource, but then my friends convinced me in porting it over to source.

If you ask me - HL mapping is more interesting than Source,because in GoldScr you have less opportunities-you have to make something nice with something old.But is always your choice.
0 starsPosted by Riven on Mon Sep 28th 2009 at 4:51pm

Any regrets?
0 starsPosted by Enforcer on Mon Sep 28th 2009 at 12:21pm

Ah, that's cool.

A few months ago i was making this in Goldsource, but then my friends convinced me in porting it over to source.
0 starsPosted by tnkqwe on Mon Sep 28th 2009 at 7:00am

I know how to work with Wally.Problem was that I edited the bar's texture,not the wall's and floor's texture.My mistake.I'll give it another try. smiley
Quoting "Enforcer"
Sorry, i don't think there is an actual tutorial on this, I'm not sure how to better explain it.

Do you know how to import and export textures with wally?

Also, here is a shot of a new texture for the mod i am working on.



Which replaces this old texture:



But for some reason i am not totally satisfied with it, i don't know why.

By the way,I can make the same wall in GoldScr.Trust me.1 unit in Source=1 unit in GoldScr.I'm a mapper who is trying to make HD maps in GoldScr.Problem is that I can't make any bump.But I think the wall is quite nice.
0 starsPosted by Enforcer on Sun Sep 27th 2009 at 12:26pm

Well, regarding TNKs' problem I was asking him whether he knew how to do it or not, I don't need to know how to do it :P

imho the texture looks featureless without those scratches, if i made them any subtler they would be invisible.
0 starsPosted by Le Chief on Sun Sep 27th 2009 at 9:55am

Quoting Enforcer
Do you know how to import and export textures with wally?


I've done it before but I can't remember anymore, I do remember though it's very easy to do.

As for the texture, it looks fine but it's probably a bit too wet/shiny looking for what your using it for, it almost looks like ice. Might want to tone the scratches down too, subtly is the key here I reckon.
0 starsPosted by Enforcer on Sat Sep 26th 2009 at 6:01pm

Sorry, i don't think there is an actual tutorial on this, I'm not sure how to better explain it.

Do you know how to import and export textures with wally?

Also, here is a shot of a new texture for the mod i am working on.



Which replaces this old texture:



But for some reason i am not totally satisfied with it, i don't know why.
0 starsPosted by tnkqwe on Sat Sep 26th 2009 at 5:33pm

Quoting "Enforcer"
Quoting tnkqwe
I have made one nice shadow test.Give it a look:


Tnk, there is actually a way to get high detailed shadows in goldsource. This is what my map looked like before i ported it to source

PICTUREFINGYLOLZ

I'm not sure what method you used, but those shadows look razor sharp/hard.

Basically, the lower you scale a texture, the more lightmap quality you trick the engine into drawing; so a surface with a scale of 0.25 can have about four times more detailed lighting than a surface with a scale of 1.

But in order to do that without screwing up the appearance of a texture, you need to export the image somehow, stretch it to as high as possible, re-import it with wally then apply it to a surface in game and lower the size (so it will look normal as well since you stretched it for this purpose) and you should then get a surface with high lightmap detail, so then the engine can calculate its own shadows rather than have to improvise with artificial ones.

I gave it a try.But I failed.How do you do it?
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