Source Maps?
Silverwing
bulletsponge Join Date: 2003-11-23 Member: 23395Members, Constellation
<div class="IPBDescription">Has anyone (else) tried?</div> I was wondering....
When I got the SDK for Source... well, first I yelled OMGOMGOMGTEHPWN, but then I went straight into creating an NS map. I just wanted to see if I could recreate the "feel" of NS.
I made a CS:S map and converted a few ns.wad textures but so far I haven't been able to get it right. I could do this with regular hammer tho...
Anyways, I was wondering if anyone else has tried? If so, would you mind showing off your results?
If nothing else, it might occupy us a bit while we wait for the (inevitable) announcement: NS:S. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
/Silverwing:S
When I got the SDK for Source... well, first I yelled OMGOMGOMGTEHPWN, but then I went straight into creating an NS map. I just wanted to see if I could recreate the "feel" of NS.
I made a CS:S map and converted a few ns.wad textures but so far I haven't been able to get it right. I could do this with regular hammer tho...
Anyways, I was wondering if anyone else has tried? If so, would you mind showing off your results?
If nothing else, it might occupy us a bit while we wait for the (inevitable) announcement: NS:S. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
/Silverwing:S
Comments
the unfortunate news about this is that I have discovered (dev team take note)
that becuase NS textures are so superbly made for the HL engine, they will need to be remade for source so that normal maps work and so that the resolution is 512x512
i have SSs of 2 maps that I will post later for the benefit of those who are curious
You can see the problems created because of the low rez normal maps, and my lack of being able to get the alpha on the normal maps to work correctly.
EDIT: Crappy quality I know I was rushed, Ill do better later.
Im pretty annoyed about te fact that you cant simply use textureset a) within maps of mod b). tha cant be it! I never ever could get the idea behind adding the sdk to steam. after the last steam update vhe wasnt able to find the game.txt. good job valve!!! we love you all!!!!!!! <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad-fix.gif' border='0' style='vertical-align:middle' alt='mad-fix.gif' /><!--endemo-->
and
<a href='http://www.chatbear.com/board.plm?a=viewthread&t=375,1101423658,30942&id=734624&b=4990&v=flatold' target='_blank'>http://www.chatbear.com/board.plm?a=viewth...=4990&v=flatold</a>
For normal maps
If anyone ports their NS map over to Source (especially an official NS map), I'd love to see screenshots of it. I tried importing the .wads and had a fair number of difficulties. I think Mendasp has had some good results so far, but I'm not sure.
if annyone plan on doing that, tro to get the ns.wad "sourced" first
As always, when I don't like something, I end up deleting it, so this would be the third time I've deleted the ported bast/sava, heh.
I still got a pic of Water Treatment with Alyx, you'll need to burn your monitor brightness to see anything, but you get the idea.
<img src='http://mendasp.thezazi.net/alyx_lol_alyx.jpg' border='0' alt='user posted image' />
I used xwad to port all the textures in this port, the first ports were done "by hand" with vtex, lots of wally and image resizing programs.
ps.- If we port NS the first thing I'll remake is feedwater, god, that hive will look gorgeous!
Thing is, as others have said, the current textures are really too small, being 128*128 or 256*256 for the most part whilst most Source textures are 512*512 and terrain textures are a whopping 1024*1024. If Cory still has the high res sources (assuming he made his textures at a higher res and then resized them), then it would be a simple case of resizing those to Source standards, and as they are already of a high graphical quality, I'm sure they would be fine. I'd be willing to bet that there are plenty of people from the community willing to do normal maps and such.
That said, the existing textures may work well enough in Source without the upgrade, but it would be nice to see them take advantage of the new engine.
Remember when the detail textures were discovered? Well, someone emailed Cory for that, and it seems like they were done at final resolution/quality.
I'll do the "Missing Texture" texture.
i say stay on this engine, include my training map, finish the mod, then move on to a new project <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Also, they don't look too blurry if I'm honest. Although then again this is just one screenshot, and you've played it in-game so you must know best <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
EDIT: By they don't look too blurry, I mean they are just about playable without losing your mind or thinking "these textures are rubbish".
Ah yes, another problem is that there are MANY NS textures that are not Powers of 2 which is really annoying because you cant directly port them over......
eAi