News: Celebrating over 10 years serving the creative community

Author Topic: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux  (Read 228608 times)

D3ads

  • Gman
  • ******
  • Posts: 1654
  • Stoj! Opasna Zona!
    • Moddb Profile
Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #60 on: March 11, 2011, 09:12:37 AM »
I fucking LOVE detailtextures!

Do you know how to make detailtextures look as good as if they were really 512x512? The answer is simple... make the defuse texture grey and use the original high-res texture as the detail! The detail texture completely obliterates the colourless default and makes it it's own!

The results speak for themselves.... flawless victory!

All the credit has to goto Crowbar from HIT, he explained to the tecnique to me... it's so simple it's ridiculous. No more fucking about with contrast and brightness... w000h0000!

Stay tuned folks, my motivation for the project is at an all time high... expect the first proper mapping screenshots very soon!

Alex

  • For Hire A
  • Gman
  • *
  • Posts: 3955
Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #61 on: March 11, 2011, 09:44:52 AM »
Oh my gooooooooooooooood :O  That is excellent oneoneone

May have to try and set this shit up for TH:T

ErebusTheDark

  • Guest
Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #62 on: March 11, 2011, 01:33:28 PM »


Brightside's Glock.

It looked fubar on CSS hands too. Strange.

...And no, I did not move a joint outside of animation mode :U
« Last Edit: March 11, 2011, 01:41:43 PM by ErebusTheDark »

Simon

  • BSR Team
  • Gman
  • *
  • Posts: 1127
  • Whiskey brony
Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #63 on: March 12, 2011, 12:08:44 AM »
Maybe you can show us the joint ?

toadie

  • Global Moderator
  • Combine Captain
  • ****
  • Posts: 842
  • Terrible artist, Animator and Programmer.
Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #64 on: March 12, 2011, 04:04:02 AM »
His models are undecompileable, so are Imbrokeru's. At least,from source anyway.

Besli

  • HoE Project
  • Big Momma
  • *
  • Posts: 611
  • Mr. Database
Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #65 on: March 12, 2011, 05:59:50 AM »
I fucking hate detail textures.. :/

I fucking LOVE detailtextures!

LOL!
If you don't like it, mod it! (DaniJ)

Anton

  • Gman
  • ******
  • Posts: 1827
Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #66 on: March 12, 2011, 06:29:28 AM »
I actually did know that, I made something similar for AfrikaKorps back in the day.
I just figured people prefered to have a textured overlay because it was less work on the detail textures.

SPRKH

  • Cry of Fear Team
  • Gman
  • *
  • Posts: 2636
Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #67 on: March 12, 2011, 08:16:03 AM »
I fucking LOVE detailtextures!

 gl_detailtextures 0































































































ErebusTheDark

  • Guest
Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #68 on: March 12, 2011, 09:23:15 AM »
His models are undecompileable, so are Imbrokeru's. At least,from source anyway.

Would've been nice to know a month ago :suicide:

D3ads

  • Gman
  • ******
  • Posts: 1654
  • Stoj! Opasna Zona!
    • Moddb Profile
Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #69 on: March 12, 2011, 01:14:01 PM »
I actually did know that, I made something similar for AfrikaKorps back in the day.
I just figured people prefered to have a textured overlay because it was less work on the detail textures.

Yeah but it doesn't look right.. I've gone with shitloads of combinations.. greyscale defuse with colour detail.. colour defuse with greyscale detail... overly bright details and dark defuse... etc This is the first time I've had any luck in getting my textures to actually look how they should in-game. It shouldn't be a problem, detailtextures just need to be set to on.

I fucking LOVE detailtextures!

 gl_detailtextures 0

I don't understand...

The cmd is gl_detailtex btw ;)

« Last Edit: March 12, 2011, 01:17:47 PM by D3ads »

Anton

  • Gman
  • ******
  • Posts: 1827
Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #70 on: March 14, 2011, 12:29:52 PM »
TGA is the future I tell you! I bet valve will use that further on as well!

D3ads

  • Gman
  • ******
  • Posts: 1654
  • Stoj! Opasna Zona!
    • Moddb Profile
Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #71 on: March 14, 2011, 03:16:16 PM »
Messing with the metro tunnels... I think the scale is off... do others agree? Supposed to be like this;

http://russos.ru/img/metro/teatralnaya/teatralnaya-61.jpg

Anton

  • Gman
  • ******
  • Posts: 1827
Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #72 on: March 14, 2011, 03:18:16 PM »
you missed the ridges in the tunnel cieling.
many of them

Editor

  • Administrator
  • Gman
  • *****
  • Posts: 1958
  • Some nerd
    • Half-Life Creations
Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #73 on: March 14, 2011, 03:26:06 PM »
you missed the ridges in the tunnel cieling.
many of them

He also missed the end of the tunnel, but I think that's because he isn't done yet.

D3ads

  • Gman
  • ******
  • Posts: 1654
  • Stoj! Opasna Zona!
    • Moddb Profile
Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #74 on: March 14, 2011, 03:38:04 PM »
Yeah I should point out that it's heavily WIP, that's why I'm asking about the scale before I start detailing things...

I guess you're not a mapper Anton, else you'd know that all those ridges would bring GS to it's knees.. ;)

[edit]Bollocks.. just realised the tunnel texture is rotated 90 degrees :suicide:
« Last Edit: March 14, 2011, 03:40:10 PM by D3ads »

SPRKH

  • Cry of Fear Team
  • Gman
  • *
  • Posts: 2636
Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #75 on: March 14, 2011, 04:48:01 PM »
Standard track gauge is roughly 1.5 meters, everything is fucked, not just the tunnel.



Green lines are roughly 1.5 meters, so the tunnel should be like 7.5 meters tall.

Anton

  • Gman
  • ******
  • Posts: 1827
Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #76 on: March 14, 2011, 11:46:56 PM »
I was just kidding man, as a matter of fact I'm working on a map myself right now, there was some mapcore compo to limit your map to 1024 in size, but I won't send mine in (it may be over already) because I'm a pretty shitty mapper, and besides it doesn't have any special things apart from some environmental stuff, it's like a regular DM map I guess.

Heavy WIP, I will try to change all the textures to default half-life textures, or at least just use one other pack instead of like five or what it's using now. And also I haven't made half the map yet.


D3ads

  • Gman
  • ******
  • Posts: 1654
  • Stoj! Opasna Zona!
    • Moddb Profile
Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #77 on: March 15, 2011, 04:55:13 AM »
Thanks Spork, it's difficult to scale something like that for the first time. How many units does that equal to? VHE doesn't use metres.

Anton: Mapcore eh? I'm a veteran there lol. The map doesn't look bad at all!

SPRKH

  • Cry of Fear Team
  • Gman
  • *
  • Posts: 2636
Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #78 on: March 15, 2011, 06:07:03 AM »
Uh dunno, check how many units tall the soldier fag is (~1.8m?) and then use science to get the real-world VHE unit scale.

/e http://developer.valvesoftware.com/wiki/Talk:Dimensions
« Last Edit: March 15, 2011, 06:15:37 AM by Sporkeh »

D3ads

  • Gman
  • ******
  • Posts: 1654
  • Stoj! Opasna Zona!
    • Moddb Profile
Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #79 on: March 15, 2011, 07:28:01 AM »
Ok I think this is about right now, probably just need to pull the rail height down a bit more...

James

  • Administrator
  • Gman
  • *****
  • Posts: 1364
Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #80 on: March 15, 2011, 07:52:17 AM »
Pretty nice alignment on the tunnel wall. Hammer was always shitty for alignment on cylinders. Was that manual, or was Hammer behaving for once?

Anton

  • Gman
  • ******
  • Posts: 1827
Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #81 on: March 15, 2011, 08:40:48 AM »
James, that's what Alt+right click is for!

Vulpine Complex

  • Administrator
  • Black Op
  • *****
  • Posts: 329
Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #82 on: March 15, 2011, 08:42:14 AM »
Hammer screenshots are still cool, yeah?

Props to the first person who can tell what this is from.


Matuka

  • Hosted
  • Big Momma
  • *
  • Posts: 712
Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #83 on: March 15, 2011, 08:59:56 AM »
RECB! :D

James

  • Administrator
  • Gman
  • *****
  • Posts: 1364
Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #84 on: March 15, 2011, 09:17:25 AM »
James, that's what Alt+right click is for!



Could never get that to work properly

SPRKH

  • Cry of Fear Team
  • Gman
  • *
  • Posts: 2636
Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #85 on: March 15, 2011, 09:28:00 AM »
Ok I think this is about right now, probably just need to pull the rail height down a bit more...

I dunno, looks the same to me other than the lighting?

Alex

  • For Hire A
  • Gman
  • *
  • Posts: 3955
Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #86 on: March 15, 2011, 09:43:15 AM »
Hammer screenshots are still cool, yeah?

Props to the first person who can tell what this is from.


ffdgsdfg might have worked if you had blocked the filename at the top :P

Anyways I'm glad to see new developments here & on moddb :)

Vulpine Complex

  • Administrator
  • Black Op
  • *****
  • Posts: 329
Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #87 on: March 15, 2011, 09:52:23 AM »
RECB! :D

Well, yeah, but the area in question is specifically from one of the RE games.

EDIT: Also ITT: Anti-aliasing and mipmapping.


« Last Edit: March 15, 2011, 11:34:49 AM by Daniel »

D3ads

  • Gman
  • ******
  • Posts: 1654
  • Stoj! Opasna Zona!
    • Moddb Profile
Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #88 on: March 15, 2011, 03:24:51 PM »
Pretty nice alignment on the tunnel wall. Hammer was always shitty for alignment on cylinders. Was that manual, or was Hammer behaving for once?

I had to manually fix that by rotating the texture/shifting and matching up till it looks right... pain in the arse.

Sporkeh: Fuck you, I changed shit and stuff :(

SPRKH

  • Cry of Fear Team
  • Gman
  • *
  • Posts: 2636
Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #89 on: March 15, 2011, 03:43:33 PM »
...Ok?