Source Maps?

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Comments

  • jacksonjO4jacksonjO4 Join Date: 2002-12-30 Member: 11613Members, Constellation
    I don't think all the metal should be really shiny - most of the general wall panels look brushed. Infestation, on the other hand, should definately be shiny.
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    Looks great! (That is scaled to .25 right?) and could you post a gif so that we can see the specularity in action? You dont have too but it would help.

    Also, if you wanted those lighter parts to be shinier instead of lighter (as in more shiny <!--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--> ) well you know the rest.

    Along those lines, if some one wanted to have a texture, like one that was partially infested, have water running down it, it could be done with specular factor, and would actually be really easy and really cool!

    NORN- YOU ROCK *wishes he could use ps as well as norn so he could help*

    btw, what are you using to generate the normal maps? im trying to start with a normal map made from a model so that the flash light looks really good on it, and then build the texture from there, but im having trouble...
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    Well I was planning on returning to single player level design for the time being but if some one was able to come up with some good NS:S textures I just might have to come back and make a level for NS:S.
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
  • HuzeHuze Insightful Join Date: 2003-11-12 Member: 22724Members, NS1 Playtester, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    I gave a shot at nos_crate

    original (pain jpg compression)
    <img src='http://img14.exs.cx/img14/6302/crate5rh.jpg' border='0' alt='user posted image' />

    Mine
    <img src='http://img14.exs.cx/img14/3318/box3fy.jpg' border='0' alt='user posted image' />

    It's still a WIP, can anyone suggest how to make it look a little nicer?
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    make it 512x512, and make a good normal map for it, and have the red strip be more specular. Glad to see so many people contributing!
  • DrunkenMonkeyDrunkenMonkey Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
    Supernorns work look great!
  • SpacerSpacer Invented dogs Join Date: 2003-05-02 Member: 16008Members
    <!--QuoteBegin-Hyperion+Jan 14 2005, 09:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hyperion @ Jan 14 2005, 09:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> make it 512x512, and make a good normal map for it, and have the red strip be more specular. Glad to see so many people contributing! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Nuh uh, just double the dimensions. Wall textures will be 512*512, crates will be 256*256. That way when it's imported ingame, all the textures keep the same scale (0.25), and not look really weird.
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    <!--QuoteBegin-Spacer+Jan 15 2005, 04:48 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Spacer @ Jan 15 2005, 04:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Hyperion+Jan 14 2005, 09:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hyperion @ Jan 14 2005, 09:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> make it 512x512, and make a good normal map for it, and have the red strip be more specular.  Glad to see so many people contributing! <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Nuh uh, just double the dimensions. Wall textures will be 512*512, crates will be 256*256. That way when it's imported ingame, all the textures keep the same scale (0.25), and not look really weird. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Exactly, and just because it's a new engine doesn't mean you can throw texture memory about randomly. A 512x512 crate texture would just be a waste; that much detail just isn't needed on it.
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    ok, point well taken, what do you all think about models for crates (since im hoping for team_phys objects)?
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    My hope though is that everything won't be a prop_physics. I don't want physics object to become a stupid gimmic used as filler.
  • Carbon14Carbon14 Join Date: 2002-07-29 Member: 1025Members, Retired Developer
    Can you imagine how cool an Onos would look smashing through a pile of crates and sending them spinning and flying into other marines as it charges someone down tho? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    I think I am going to update and work on NS_Machiga for source, well maybe when I get a GFX xard that shows normal maps and spec maps. tis just about pointless mapping otherwise <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
    hm, i like it
    remake nos_vertpanel and vent2 <!--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-->
    those are awsome textures ^^
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--QuoteBegin-KungFuDiscoMonkey+Jan 15 2005, 08:47 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuDiscoMonkey @ Jan 15 2005, 08:47 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> My hope though is that everything won't be a prop_physics. I don't want physics object to become a stupid gimmic used as filler. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    That's why we have func_physbox and Parenting 8)
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    I think the crates should be models, you know, so they don't look like a simple cube. We could still use map textures but... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    I agree with Mendasp on this one. If the maps are going to be filled with crates you might as well make them look pretty good <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    That is seriously hot stuff, norn.
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-Insane+Jan 15 2005, 01:32 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Insane @ Jan 15 2005, 01:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> That is seriously hot stuff, norn. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Agreed. Amazing!
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Wow, that does look hot indeed. Keep up the good work <3
  • BluePhishBluePhish Join Date: 2003-12-14 Member: 24364Members, Constellation, Reinforced - Shadow
    uhhhhh yea u make me horny
    <!--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--> <!--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--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> HOAH for NS:S
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    Sweet in game shots. That texture keeps looking better. How does the texture work with light sources coming from different directions? I'm still worried that the faked lighting on it might look odd if light is coming from, say, below the texture, since the way it looks now assumes a light above it.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    <!--QuoteBegin-BobTheJanitor+Jan 15 2005, 12:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BobTheJanitor @ Jan 15 2005, 12:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Sweet in game shots. That texture keeps looking better. How does the texture work with light sources coming from different directions? I'm still worried that the faked lighting on it might look odd if light is coming from, say, below the texture, since the way it looks now assumes a light above it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yes, the lighting is faked, but to have the texture shadow itself without faking the lighting you would need a normal map which wouldn't work very well for that sort of the, or the actual geometry and a lighting model that casts real time shadows. Which Source does not have.

    Faked lighting is here to stay, and nobody is going to mind when the alternative is no shadows at all except those cast by characters.
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    <!--QuoteBegin-TychoCelchuuu+Jan 15 2005, 05:00 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TychoCelchuuu @ Jan 15 2005, 05:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-BobTheJanitor+Jan 15 2005, 12:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BobTheJanitor @ Jan 15 2005, 12:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Sweet in game shots. That texture keeps looking better. How does the texture work with light sources coming from different directions? I'm still worried that the faked lighting on it might look odd if light is coming from, say, below the texture, since the way it looks now assumes a light above it. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Yes, the lighting is faked, but to have the texture shadow itself without faking the lighting you would need a normal map which wouldn't work very well for that sort of the, or the actual geometry and a lighting model that casts real time shadows. Which Source does not have.

    Faked lighting is here to stay, and nobody is going to mind when the alternative is no shadows at all except those cast by characters. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    read the article that hyperion linked to. You don't need to fake lighting anymore, because the compile tools now take the normal map into account in the radiosity step.
    You can still do it, and it will look like it always did, but you have options now.

    <a href='http://www2.ati.com/developer/gdc/D3DTutorial10_Half-Life2_Shading.pdf' target='_blank'>http://www2.ati.com/developer/gdc/D3DTutor...fe2_Shading.pdf</a>
  • Death_by_bulletsDeath_by_bullets Join Date: 2004-03-14 Member: 27336Members
    Excellent job, I attempted to work on a texture and it came out better looking but not as good as I would have hoped :/
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    edited January 2005
    I actually already reproduced that crate in XSI, so let me get a render real quick!


    Oh, and would any one like another version that has a top like this?

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  • MidoMido Join Date: 2004-04-05 Member: 27742Members
    I need to start re-learning 3dsmax... Maybe I could help a little?
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    Sure, anyone who wants to help is more than welcome.

    The more support this gets, the better. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    <!--QuoteBegin-BobTheJanitor+Jan 15 2005, 09:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BobTheJanitor @ Jan 15 2005, 09:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Sweet in game shots. That texture keeps looking better. How does the texture work with light sources coming from different directions? I'm still worried that the faked lighting on it might look odd if light is coming from, say, below the texture, since the way it looks now assumes a light above it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Just did a quick test. I removed all the highlights from the base texture, but kept the detail in the normal map. It works fairly well, but when you turn the torch on, the normal mapping (and hence the highlights) isnt visible in the spot the torch is shining on. I'm thinking there must be a way around this.
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    normal maps are very differnt from detail maps (you know that) and therefore you need to have the detail in both. This is also the reason why i asked how you were generating your normal map, becuase it is used to calculate the light from the flashlight, and if it is simply produced using ques from the texture itself, then the lighting that is rendered for the flashlight will simply match up to the texture.

    Also, could you post the normal map just so we could see it?
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    Its generated using a Photoshop filter by NVIDIA. <a href='http://www.quest3d.com/index.php?id=102' target='_blank'>get it here</a>

    <img src='http://img83.exs.cx/img83/8544/walllabnormal5ue.jpg' border='0' alt='user posted image' />
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