Re: HL2 Textures
Posted by Skeletor on
Tue Dec 30th 2003 at 9:52am
312 posts
41 snarkmarks
Registered:
Dec 28th 2003
Occupation: Student
Location: California
I was looking for the HL2 footage that used to be on the Steam Beta and then disappeared, when I came across 2 "echnical videos" on fileplanet. One was about Alyx's face, and that wasn't too exciting, but the other was about the texturing for HL2.
Some guy was talking about how they use real-time shaders to take the light information from what would have been a 200+ polygon wall and put it into a texture. So basically this one polygon texture looks like the 200 polygon "bricks" because the light patterns are expressed? (Sometimes, I can't even undersstand myself.) Anyway, sounds cool to me. I'm sure Cassius, tEH Texture King, will find this interesting...
Re: HL2 Textures
Posted by ReNo on
Tue Dec 30th 2003 at 1:48pm
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
It will still help to a certain extent. If for example you were stood next to a brick wall comprised of only one flat face, then it remains extremely polygon efficient but adds a sense of depth by shadows acting realistically on the indents and so on. Its not ideal, and if you want it to look really good you would use a "prop" brick wall perhaps, but its a step up from a normal flat texture.
Re: HL2 Textures
Posted by Myrk- on
Tue Dec 30th 2003 at 2:45pm
Myrk-
member
2299 posts
604 snarkmarks
Registered:
Feb 12th 2002
Occupation: CAD & Graphics Technician
Location: Plymouth, UK
Oh so your starting to realise now that I was right... HL2 = spinkified HL1 engine....
Re: HL2 Textures
Posted by Leperous on
Wed Dec 31st 2003 at 11:29am
Posted
2003-12-31 11:29am
Leperous
Creator of SnarkPit!
member
3382 posts
1635 snarkmarks
Registered:
Aug 21st 2001
Occupation: Lazy student
Location: UK
I certainly hope that they remove Gordon's eyes from his chest and make the dimensions more 'realistic', it was almost impossible to create a normal sized builing from floorplans in the original game! But otherwise as long as it looks and plays and feels better.. :smile:
Re: HL2 Textures
Posted by ReNo on
Wed Dec 31st 2003 at 12:59pm
Posted
2003-12-31 12:59pm
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
I never denied it was a spinkified HL1 engine, but I think if you've seen the videos, its hard deny that its VERY spinkified!
Re: HL2 Textures
Posted by KungFuSquirrel on
Wed Dec 31st 2003 at 3:21pm
751 posts
393 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Game Design, LightBox Interactive
Location: Austin TX
Putting the player's eyes in his chest seems kinda weird, but it's a mechanism in long-standing use to keep characters looking as if they are the correct scale. Many games use this technique - often times putting the eyes at actual eye level gives the illusion of being a giant around other players. It's weird, but we're also not dealing with the same FOV concept that we do every day with our own eyes.
Re: HL2 Textures
Posted by Myrk- on
Wed Dec 31st 2003 at 5:17pm
Myrk-
member
2299 posts
604 snarkmarks
Registered:
Feb 12th 2002
Occupation: CAD & Graphics Technician
Location: Plymouth, UK
Yer whenever I stand next to people my height I feel way taller.... but thats probably because I was always small and was used to looking up, so when I look at eye level they seem all small :razz:
Re: HL2 Textures
Posted by 7dk2h4md720ih on
Thu Jan 1st 2004 at 4:39pm
1976 posts
198 snarkmarks
Registered:
Oct 9th 2001
It'd be nice if you could enter your height into the game and the camera was adjusted accordingly...
Re: HL2 Textures
Posted by Jinx on
Fri Jan 2nd 2004 at 3:32am
Jinx
member
874 posts
692 snarkmarks
Registered:
Nov 27th 2002
Location: Ohio
I don't get how Half-Life is supposedly 'easier' to map, mod, etc. for. It's just that you are used to it- ffs it's been out for five years! That, and that it's an enchanced QUAKE 1 engine. Of course it's easier to map for than UT2k3 etc., it's old! Either HL2 is going to take a good bit more learning and work to learn to map for, or... it will be a s**tty tweaked HL1 engine :razz:
And I'm sorry but that texture trick is pretty lame compared to having a static mesh lining the wall that actually IS 3D, not just an asstastic illusion.
Re: HL2 Textures
Posted by Myrk- on
Fri Jan 2nd 2004 at 3:31pm
Myrk-
member
2299 posts
604 snarkmarks
Registered:
Feb 12th 2002
Occupation: CAD & Graphics Technician
Location: Plymouth, UK
OMG! I can't believe its taken you that long to work it out lol! Though you are the first one here to work it out (part from me, I been telling you all it all along :razz: )
Re: HL2 Textures
Posted by Cassius on
Sun Jan 4th 2004 at 8:45am
Cassius
member
1989 posts
238 snarkmarks
Registered:
Aug 24th 2001
Lol you moron Myrk, that's hardly related to what I was talking about, you just took my statement out of context so you could repeat something you've been endlessly prostyletizing. I've always been opposed to fancy, needless jive like bumpmapping and static meshes. They rob mapping of all skill, and texturing of all meaning. They allow complete noobs to create things nearly as beautiful as professionals, something I see in UT2k3 mapping quite a bit.
And, both you and Jinx can spare me this nonsense. Unless you hacked the beta and examined the engine code, every last word you have to say about the HL2 engine is a baseless conspiracy theory. By the way, even if it were a souped up HL engine, why would that be a bad thing? I'm willing to bet that you would be screaming your head off if the sequel to the game you've both mapped for years f**ked you over with subtractive geometry or something of the like. The thing with such hardcore skeptical cynicism that you two in particular exhibit is that it ceases to be constructive or realistic - these "well, I've looked at the HL2 screenshots, and being a super-expert on all facets of graphic engine coding and design, I can conclude without any evidence that THIS ENGINE IS BASED ON HL1!!!!!!1111111111oneoeneone" statements are only theories. Hold your judgements back at least a few months until they release the product you continue to whine about, continue to bash, continue to curse Valve as being an evil corporate giant who wants to actually release the game when they're ready to (this in particular reference to Jinx).
Half-Life editing is still fun for me at least, because of the fact that with enough talent and time, you can create something with 800 polygons on a five year old engine that looks better than something with 40,000 on UT2k3.
I've textured for UT2k3 before. It is not a cakewalk, if you want to keep the same detail as you had in 256x256 textures; and in the end, it's not really satisfying even if you did. When an engine supports enough polygons that it's only up to a texture artist to make colors and materials (things like big shadows, complete objects, and transitions are becoming obsolete), it's a mappers utopia, and an artist's hell. The nature of being an HL texture artist is that you're half the process of mapping, you give a level its soul, rather than its clothes.
I don't know if what any of what I just said makes sense to any of you, but trust me, in my shoes you would understand.
Re: HL2 Textures
Posted by Myrk- on
Sun Jan 4th 2004 at 11:28pm
Posted
2004-01-04 11:28pm
Myrk-
member
2299 posts
604 snarkmarks
Registered:
Feb 12th 2002
Occupation: CAD & Graphics Technician
Location: Plymouth, UK
Thats mainly due to all the tutorials and number of mappers on the Half-life engine though...
Re: HL2 Textures
Posted by Campaignjunkie on
Sun Jan 4th 2004 at 11:47pm
Posted
2004-01-04 11:47pm
1309 posts
329 snarkmarks
Registered:
Feb 12th 2002
Occupation: Student
Location: West Coast, USA
Heh. With Unreal maps though, its impossible to get any leaks, so that might make it easier for newbies. I don't really like reverse-CSG that much though; feels counter-intuitive in a sense.
Re: HL2 Textures
Posted by Myrk- on
Mon Jan 5th 2004 at 3:31am
Myrk-
member
2299 posts
604 snarkmarks
Registered:
Feb 12th 2002
Occupation: CAD & Graphics Technician
Location: Plymouth, UK
Gagh, here we go, Gordons crowbar was wedged up cassius' ass :razz:
Re: HL2 Textures
Posted by Yak_Fighter on
Mon Jan 5th 2004 at 7:45am
1832 posts
742 snarkmarks
Registered:
Dec 30th 2001
Occupation: College Student/Slacker
Location: Indianapolis, IN
But was it the golden crowbar?
Re: HL2 Textures
Posted by 2dmin on
Tue Jan 6th 2004 at 9:24am
2dmin
member
352 posts
75 snarkmarks
Registered:
May 17th 2003
Occupation: Progamer
Location: Canberra, Australia
No, I think it was the shapely crowbar from the HL Hi-def pack :razz: