NS:Source mapping and textures
TheRealQuasar
Join Date: 2005-01-30 Member: 39075Members
I've been playing with a few little ideas for NS:S maps in hammer, but with only a few "High-tech" style textures, and almost all of them Combine-oriented, It's really hard to do anything good. Unfortunately, I am terrible at making textures, so that's out of the question. So, are there any existing Source-quality NS textures? If I were to convert the already existing NS textures to Source, would it be worth it? What about static/detail models?
Incidentally, is anyone else working on NS:S maps? With all the new shiny things that the engine is capable of, there are gonna be some very cool things we can do. Which reminds me, NS with the new shadow effects from HL2:E2 might just be the coolest thing ever...
Incidentally, is anyone else working on NS:S maps? With all the new shiny things that the engine is capable of, there are gonna be some very cool things we can do. Which reminds me, NS with the new shadow effects from HL2:E2 might just be the coolest thing ever...
Comments
There's also those strange sized textures like 144x144 and 192x192 that would have to be fixed in order to work. If you want some non-combine textures, you could try dystopia stuff, as they seem to have alot of high-tech ones.
Some people have done a few textures and there are actually old threads on the forums on it. Supernorn and J- did a few texture tests over a year or so ago with mixed results.
I also know of a certain person that has been trying to rebuild Reactor Room on Tanith for Source, with remade textures and i did help him a bit on it, and it's safe to say, it aint easy making NS textures for Source unless you have prior experience <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
I would advise anyone making textures for source too add subtle lighting to there textures
I'm thinking about making some textures for ns source based on the orginals, but kinda wanting advise on what dimentions to go for 512x512 or 1024x1024?
Also, if i make ceiling textures with lights in them, would they be better with self-illum maps, so that they glow in the dark? Or can this be done better in hammer. I really don't have that much knowledge when it comes too hammer?
Is the mapping data for NS:S up for release before NS:S itself is? So mappers can get a head start learning the NS:S mapping abilities?
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The map tools are probably only given to mappers on the developer team, as they would also need a copy of the game to test the maps on. If you want to play around with some ideas, use garry's mod or some such that has alot of flexibility.
<a href="http://img170.imageshack.us/img170/6199/test30000bw0.jpg" target="_blank">http://img170.imageshack.us/img170/6199/test30000bw0.jpg</a>
Is there a command to turn of the lights?
And why are my rooms illumated even though there are no lights in my map?
You could use a $selfillum map, then add the texture to lights.rad so the texture gives off its own light.. but then everyone would need the same lights.rad as you, so its more of a Dev's job sadly <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />. $selfillum will do on its own, you just need to place a light right beside the light source on the texture
Making source textures is fun <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
<a href="http://img176.imageshack.us/img176/8742/asyumirx8.jpg" target="_blank">http://img176.imageshack.us/img176/8742/asyumirx8.jpg</a>
Should i continue? Any crits?
<a href="http://www.dermott.plus.com/ns_source.rar" target="_blank">http://dermott.plus.com/ns_source.rar</a>
Instal: place under the materials directory of hl2/dod:s/css whatever source game.
More detail overall on the colour map couldn't hurt either.
the $phong shader was introduced with the last sdk update along with the other new stuff used in ep1, which is used on model textures. I use it and it looks pretty neat, but sometimes a standard specular map looks better.
Specular mapping i.e. phong shading, was added later.
Like i said, may aswell wait until ns:s is actually been released before using phong maps.
Specular maps control the reflection of an object, phong is how models are lit.
But really all you need to do is make a black and white mask for the specular map, stick it in the alpha channel of your normal map and use something like this to get a specular mask, but im sure you already know this..
"$normalmapalphaenvmapmask" 1
"$envmap" "env_cubemap"
"$envmapcontrast" X
"$envmapsaturation" X
"$envmaptint" "[ .X .X .X]"
Specular = strength or intensity of the lighting model.
Contained with $phong shading is an exponent map otherwise known as a gloss map, that controls the exposure area to be submitted to the specular lighting.
<a href="http://img518.imageshack.us/my.php?image=specvsexponentinphong2os.jpg" target="_blank">http://img518.imageshack.us/my.php?image=s...tinphong2os.jpg</a> -explains gloss maps
<a href="http://img485.imageshack.us/my.php?image=maps6we.jpg" target="_blank">http://img485.imageshack.us/my.php?image=maps6we.jpg</a>
Cubemaps are just reflections of the world using 6 images, and could be considered specular maps, but just because they make the enviroments look shiny.
I'll see if $phong shading works with LightmappedGeneric.
Random Thought: computer screens with HDR effects... Blue ones... I like blue things... Red too...
Besides these metal type walls, is there any other materials that would work combined with these textures?
I was thinking about concrete, but it looks a little out of place in ns, as ever texture is mostly metal.
Computer screen textures, alien/infested textures, pipes, crates, barrels (applied to the props, if that's possible), and other random stuff that makes the game real. <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
At least all you mappers can finally replace Generic Cargo Box with HL2 barrels for Source <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
P.S. skulks moving inside barrels, Metal Gear Solid-style. The Humans will never know.
Been doing abit of testing:
<a href="http://img170.imageshack.us/img170/6199/test30000bw0.jpg" target="_blank">http://img170.imageshack.us/img170/6199/test30000bw0.jpg</a>
Is there a command to turn of the lights?
And why are my rooms illumated even though there are no lights in my map?
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If you don't have any lights in your map, the engine will use fullbright, and you cannot turn that off. If you want a dark map, just make a light_environment in the map and don't have a skybox in it.
If I still had any of the pictures on my drive, I'd post 'em, but I lost them awhile ago. Maybe someone else remembers what I'm talkin' about. It was a stickied thread then.
<a href="http://www.unknownworlds.com:90/forums/index.php?s=2179688087909513984&showtopic=86672&hl=source&st=0" target="_blank">linkage</a>
There are still some infestation textures in there...