New Hl2 Ns.wad

ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
<div class="IPBDescription">anyone starting</div> I was just wondering. Since hl2 is gonna be out in the next few months, is anyone starting a high res texture pack. I know it may not be wad files, but at least getting the images made in preparation...

Comments

  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    Most likely they will be individual TGAs.

    ~ DarkATi
  • BlackPlagueBlackPlague Join Date: 2004-02-02 Member: 25990Banned
    yeah because WAD files kill how the textures look in JPG rather than in TGA, PSD, or PNG files. i think this WOULD be a good idea so people dont have to have a limit on their wads
  • taledentaleden Join Date: 2003-04-06 Member: 15252Members, Constellation
    <!--QuoteBegin-BlackPlague+May 18 2004, 09:03 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BlackPlague @ May 18 2004, 09:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> yeah because WAD files kill how the textures look in JPG rather than in TGA, PSD, or PNG files. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    ..huh? WAD files don't store textures as (lossy-compressed) JPGs, they store them in an 8-bit paletted format, don't they?
  • BlackPlagueBlackPlague Join Date: 2004-02-02 Member: 25990Banned
    yeah, but the jpg format loses its color, and its brightness is hollard down.
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    im not saying set them up in the correct formats, but get the images created. Ready to be put into hl2 standards...
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
    hehehe..I think we are all assuming that flayra is going to port NS to HL2, aren't we... maybe one of the new project coders will...but shouldn't we find out first.. hell, the mod artists will probably do that for us - they made the textures so they probably have the original high-res ones.. *prays that they were smart enough not to make the textures originally as 256*256 and lower...eek*
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--QuoteBegin-HanzGrub3r+May 18 2004, 10:55 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (HanzGrub3r @ May 18 2004, 10:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hehehe..I think we are all assuming that flayra is going to port NS to HL2, aren't we... maybe one of the new project coders will...but shouldn't we find out first.. hell, the mod artists will probably do that for us - they made the textures so they probably have the original high-res ones.. *prays that they were smart enough not to make the textures originally as 256*256 and lower...eek* <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I believe they said they made them at the resolutions they are currently at... hope I heard wrong...

    ~ DarkATi
  • ReebdoogReebdoog Join Date: 2003-09-20 Member: 21035Members
    <!--QuoteBegin-DarkATi+May 18 2004, 11:09 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkATi @ May 18 2004, 11:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I believe they said they made them at the resolutions they are currently at... hope I heard wrong... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Nope, your correct, they were made at their current res.
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    because it's easier to determine their end result. lowering the resolution can sometimes have undesired results. it's bad for this situation yes, and was probably a tad near-sighted, but their intentions were right.
  • DroggogDroggog Random Pubber Join Date: 2002-11-01 Member: 3293Members, Constellation
    Bit oot, just quoting a french website (i'll translate);

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Doug Lombardi est tout fier quand il raconte que porter Half-Life et compagnie vers le Source Engine n'a pris que trois semaines, et qu'ils ont des outils pour automatiser ça. Il promet que ces outils seront mis à disposition des moddeurs pour Half-Life, afin de faciliter leur transition vers Half-Life 2.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Rough translation: Doug is so proud to announce that porting Half-Life & stuff to the source engine only took them about 3 weeks, <b>and that they have tools to automate the process</b>. He promise that those tools will be made availaible to mod authors, to simplify the port to HL². (I know my english suxx, kthx <!--emo&:p--><img src='http://www.natural-selection.org/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> )

    Hard to believe heh ?

    /back on topic

    Nevertheless, we gonna need new textures, at least <!--emo&:)--><img src='http://www.natural-selection.org/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    As mentioned, it will probably be TGA's. And yea, i would love to see a newly created texture-pack ready to rock for an HL² map, but unfortunately im wweeerywery bad at making textures.
  • SpacerSpacer Invented dogs Join Date: 2003-05-02 Member: 16008Members
    HL2 doesn't use wads, the textures are stored in the materials folder with something like a text file stating reflectivity, physics, particles when smashed etc.
    I'm pretty sure Cory painted at true res, if so then the textures'll be the same size they are in the .wads, which will suck for obvious reasons <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • 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
    About Flayra porting NS to HL2...

    <a href='http://www.ausns.org' target='_blank'>http://www.ausns.org</a> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    <!--QuoteBegin-BlackPlague+May 18 2004, 02:13 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BlackPlague @ May 18 2004, 02:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> yeah, but the jpg format loses its color, and its brightness is hollard down. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I've never heard of WAD textures being converted to JPG when being stored, so I think you're mistaken. Not to mention I've compared the textures in my custom WADs with the source BMPs and there is no difference, the two are always identical to the pixel level.
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    Do you work with 256 colors in your paint proggy?
    I work in true color, and almost always get some color loss when I convert to a 256 color pallete. Though I never work with .bmp, always .psd or .tga

    WADs are essentialy bit maps, in that thier color information is stored pixel for pixel, exept they cant exeed 256 colrs.

    ANyways, thank god we wont have to deal with the WAD format anymore!
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    hl2 uses tga textures. well i know this for models
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    <!--QuoteBegin-CoolCookieCooks+May 19 2004, 12:22 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CoolCookieCooks @ May 19 2004, 12:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hl2 uses tga textures. well i know this for models <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yep, and they go up to a an extreme 2048x2048.
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    so, someone should start crackin...
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    unless i'm mistaken, updating the textures for source and increasing their resolution will basically be like creating an entirely new texture set (in terms of actual work done). So while it would take more time creativity wise, would it not be more logical then to create a new texture set at the new resolution instead of working to produce an old set at new resolution?
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    it doesn't really matter to me if they are old textures redone or new ones. As long as there is a set so ns maps could be worked on for hl2 when it comes... Im holding off on all my maps until hl2.
  • 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
    edited May 2004
    Perhaps it would be a good idea to first get permission for:

    1) An NS: Source project. (Assuming that the developers aren't doing it themselves/don't want it outsourced.)

    2) Actually carrying this respect of it out.
  • 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-Belgarion+May 19 2004, 01:55 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Belgarion @ May 19 2004, 01:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> unless i'm mistaken, updating the textures for source and increasing their resolution will basically be like creating an entirely new texture set (in terms of actual work done). So while it would take more time creativity wise, would it not be more logical then to create a new texture set at the new resolution instead of working to produce an old set at new resolution? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    The advantage of improving the resolution on the current textures is that they could be converted also into detail textures for the current release of ns, knocking out two birds with one stone
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    <!--QuoteBegin-moultano+May 19 2004, 04:01 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ May 19 2004, 04:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Belgarion+May 19 2004, 01:55 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Belgarion @ May 19 2004, 01:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> unless i'm mistaken, updating the textures for source and increasing their resolution will basically be like creating an entirely new texture set (in terms of actual work done). So while it would take more time creativity wise, would it not be more logical then to create a new texture set at the new resolution instead of working to produce an old set at new resolution? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    The advantage of improving the resolution on the current textures is that they could be converted also into detail textures for the current release of ns, knocking out two birds with one stone <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Would normal maps, displacement maps and the like be tackled too?
  • GuspazGuspaz Join Date: 2002-11-01 Member: 2862Members, Constellation
    During the development of HLTex (Allows use of 512x512 24-bit textures in Half-Life), I contacted Cory about getting high-res versions of his textures. He responded that due to the speed at which he had to create them, and the problems with scaling down textures, he created everything at the final resolutions.

    I'm not certain if this applies to the bitdepth as well, but I'd assume that it's possible. It would, after all, give him more control over the final product.

    Even if they were created at low-res 24-bit, it's irrelevant. All media (models/textures) are going to have to be redone if there is to be a HL2 port.

    That said, an initial port will hopefully use all the old models and textures, for speed's sake. I'm hoping the NS team ports all the maps, models, and textures DIRECTLY, with no or little changes, and gets the game working on Source (HL2) exactly as it is now. Once that's done, release a version 1 (or beta 1, or alpha 1) of this working version with the old media. And then begin accepting submissions from the community for updated HL2 quality media. I bet it wouldn't take too long with the entire community pumping out new content.

    The maps would be a notable exception, as they wouldn't need to be remade entirely, like models and textures. Instead, maps would need to be updated. Since the HL2/source version of Hammer can load HL1 maps (Indeed, that seems to be how conversions are done), you can simply take the HL1 maps, and begin adding more details. It's much faster than a full remake.
  • GuspazGuspaz Join Date: 2002-11-01 Member: 2862Members, Constellation
    <!--QuoteBegin-Tequila+May 19 2004, 05:58 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tequila @ May 19 2004, 05:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-moultano+May 19 2004, 04:01 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ May 19 2004, 04:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Belgarion+May 19 2004, 01:55 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Belgarion @ May 19 2004, 01:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> unless i'm mistaken, updating the textures for source and increasing their resolution will basically be like creating an entirely new texture set (in terms of actual work done). So while it would take more time creativity wise, would it not be more logical then to create a new texture set at the new resolution instead of working to produce an old set at new resolution? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    The advantage of improving the resolution on the current textures is that they could be converted also into detail textures for the current release of ns, knocking out two birds with one stone <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Would normal maps, displacement maps and the like be tackled too? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I doubt it. Half-Life has no support for bump/normal mapping, and detailed textures, if they are being used to simulate high-res textures (I assume moultano is referring to HLTex), can't also be used to simulate bumpmapping.

    Even then, detailed textures are a poor simulation of bumpmapping, heck, they can barely even be considered as such.

    He's right though, this is something I didn't think of before. If all the media is remade at a higher resolution, that provides high-res sources to back-port to NS.

    Of course, using those new textures, as they'd need different low-res versions, would require updating all of NS's built-in maps. My original idea of using high-res versions of the NS textures were that it was an add-on that required no change to the existing game.
  • GuspazGuspaz Join Date: 2002-11-01 Member: 2862Members, Constellation
    <!--QuoteBegin-Insane+May 19 2004, 04:56 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Insane @ May 19 2004, 04:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Perhaps it would be a good idea to first get permission for:

    1) An NS: Source project. (Assuming that the developers aren't doing it themselves/don't want it outsourced.)

    2) Actually carrying this respect of it out. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I think everybody here is just talking pure speculation at this point; IE, no point getting permission for something that is only being theoretically discussed.

    There's not much point doing any work on any of this until the HL2 SDK is released; I assume that's about when Flayra would make his announcement over the future of NS1 (IE, going to be ported officially, going to be ported with community help, not going to be ported at all).
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