Posted by mazemaster on Thu Oct 8th 2009 at 5:21am
Sock's textures are amazing in the HL1 engine. It's too bad they don't turn out as well in the HL2 engine ):
Posted by Y2kBen_2000 on Thu Oct 8th 2009 at 2:31am
Thank you for the comments. I should mention, though, that I am not a texture artist, and that these textures are actually used from a third party source, designed for the Half-Life 1 engine (note: Made this map before the Egyptian textures became public use). I do want to do another temple map, so I'll keep this all in mind.
And thank you, it's been a while since I've seen some honest, experience criticism on any of my maps.
Quoting "aaron_da_killa"
The textures look really coarse. Not sure if it's the jpg compression but if it looks like this in game I'd want to sort that out because it's not very sightly. I actually thought at first glance this was the original team fortress running in software mode (might also want to clearly label in the description this is a team fortress 2 map).
The architecture here looks nice but again the coarseness of the textures really detract from the space sort of like having a clean desk in a messy room.
Also the organic terrain around the edges here is quite rough and the texture doesn't look too good either.
As for the normal maps, you can just generate them in vtf edit and add an extra line in the vmt files that point to the normal map.
Some of the textures might also look nice with a subtle reflection to make them look a bit wet or more smooth you can do this by adding an envmap to the vmt file which will give a consistent reflection over the whole texture or you can create an alpha channel for given textures and add "$basealphaenvmapmask" 1 or "$normalmapalphaenvmapmask" 1 (if the texture has a normal map) to the vmt files to say you want to use the alpha channel of the base texture to define reflections which gives you the opportunity to create more organic (better looking) reflections, I suggest the latter.
The architecture here looks nice but again the coarseness of the textures really detract from the space sort of like having a clean desk in a messy room.
Also the organic terrain around the edges here is quite rough and the texture doesn't look too good either.
As for the normal maps, you can just generate them in vtf edit and add an extra line in the vmt files that point to the normal map.
Some of the textures might also look nice with a subtle reflection to make them look a bit wet or more smooth you can do this by adding an envmap to the vmt file which will give a consistent reflection over the whole texture or you can create an alpha channel for given textures and add "$basealphaenvmapmask" 1 or "$normalmapalphaenvmapmask" 1 (if the texture has a normal map) to the vmt files to say you want to use the alpha channel of the base texture to define reflections which gives you the opportunity to create more organic (better looking) reflections, I suggest the latter.
Thank you for the comments. I should mention, though, that I am not a texture artist, and that these textures are actually used from a third party source, designed for the Half-Life 1 engine (note: Made this map before the Egyptian textures became public use). I do want to do another temple map, so I'll keep this all in mind.
And thank you, it's been a while since I've seen some honest, experience criticism on any of my maps.
Posted by Le Chief on Tue Oct 6th 2009 at 10:13pm
The textures look really coarse. Not sure if it's the jpg compression but if it looks like this in game I'd want to sort that out because it's not very sightly. I actually thought at first glance this was the original team fortress running in software mode (might also want to clearly label in the description this is a team fortress 2 map).
The architecture here looks nice but again the coarseness of the textures really detract from the space sort of like having a clean desk in a messy room.
Also the organic terrain around the edges here is quite rough and the texture doesn't look too good either.
As for the normal maps, you can just generate them in vtf edit and add an extra line in the vmt files that point to the normal map.
Some of the textures might also look nice with a subtle reflection to make them look a bit wet or more smooth you can do this by adding an envmap to the vmt file which will give a consistent reflection over the whole texture or you can create an alpha channel for given textures and add "$basealphaenvmapmask" 1 or "$normalmapalphaenvmapmask" 1 (if the texture has a normal map) to the vmt files to say you want to use the alpha channel of the base texture to define reflections which gives you the opportunity to create more organic (better looking) reflections, I suggest the latter.

