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Author Topic: [HL1] Detail Textures  (Read 1354 times)

JohnChronic

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[HL1] Detail Textures
« on: January 30, 2018, 11:13:42 PM »
The detail texture I made for the DiamonD SD pack was pretty bad and the texture that comes with Napoleon's original release is even worse. So I decided to make a new one that tiles a lot better, incorporates RGB tone variation (to compensate for indexed textures), and is just a lot nicer and more subtle overall. Tried to do my best considering this tiles over every single texture. No screenshots yet, sorry.

Credits:

- Me (detail texture)
- Napoleon (original detail texture mod)


Recommended console commands:

r_detailtextures 1
r_detailtexturessupported 1
gl_texturemode gl_linear_mipmap_linear
gl_dither 0
gl_round_down 0
gl_picmip 0
gl_ansio 16
gamma "2.000000"
« Last Edit: January 31, 2018, 06:58:15 PM by JohnChronic »
Fairly pro texture artist.

JohnChronic

  • Half-Life 1.5 Team
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Re: [HL1] Detail Textures
« Reply #1 on: January 31, 2018, 03:54:46 PM »
I also made a bumpy version that some people might prefer (not as subtle, but a fun experiment faking a detail normal map):
Fairly pro texture artist.

JohnChronic

  • Half-Life 1.5 Team
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  • Posts: 238
  • Formerly Abyss 25
Re: [HL1] Detail Textures
« Reply #2 on: February 04, 2018, 01:38:25 AM »
Okay, this is the last one. I sorted out Half-Life's 3000+ textures into six categories and applied a different detail texture for each one. The textures were sorted based on material type (rough, smooth, etc...). So what we get is that each texture has a fairly accurate detail texture assigned to it. I modified the PARANOIA mod's detail textures, didn't wanna make new ones and sweat over tiling.
Fairly pro texture artist.