Mapping By Texture Extrapolation

WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
<div class="IPBDescription">A fancy title for me being bored in WC.</div> Dunno why I never thought of doing this before... I guess it's because NS2.wad's 256x256 wall textures are more complex and ornate than ns.wad's.

Basically, I just make a 256x256 wall brush, then I slice it up along the lines in the texture, and try to make a 3D version of the texture. So far, I like the results. Though lighting could be better. I guess I'll have to work on that next.

Right now, this is just a short section of hallway, but is demonstrates the technique.

Some of these textures look balanced, but when you start trying to cut them up in WC, you realize that most of the details are off-grid. You can tell that they really were hand-painted and scanned, and not drawn in a paint program. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

Comments

  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    haha, first i looked the pics without reading post and i thought "whoa those look like they're bumb mapped or sumting"

    gj <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    i can't really see it (although theres nice architecture there <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->) maybe you could get a close up of what you are talking about.
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    It's not really FINE detail like bump-mapping! I am just talking about the basic brushwork. I couldn't think of any good ideas, so I used the texture as a guide, and it turned out surprisingly good.

    There is no pump-mapping of any sort. All the brush divisions are perfectly visible in this screenshot. If you immagined some, the credit for that should go to the texturer. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    Actually the new NS2.wad textures are <b>designed</b> to be used like that, with most of the edges actually conforming quite well to 4-unit grids. :-)
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    Heh. 4-unit grids, eh? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Yeah, they work well in that respect. But some of the details would have made more sense IMHO confromed to a larger grid.
  • TrojanTrojan Join Date: 2002-11-02 Member: 4611Members
    I tried that out for a little room, you'll be suprised just how damn fast your rspeeds go through the roof <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    Ah... there's the trick, hon. Learn how to cut your brushes, and where to use detail, and where not too. =^.^=
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    Hehe, yeah. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> As long as you have a 90 degree angle after every room, you should be fine. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    interesting. that is indeed the very first thing i did with ns2.wad as well... worked pretty well for me. though i don't have the file anymore.. or can't find it. one of the two.
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    Y'know, I'm enough of a mapping nub that I thought that was kind of how things were *supposed* to be done. When I tried my hand at making some new textures I made them with that in mind, but wasn't good enough with Hammer to get anything particularly exciting out of it.
  • cyNickalcyNickal Join Date: 2003-10-14 Member: 21677Members
    Looks good, really impressed <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    I'll have to give this a go where, at some point in my map, the r_speeds are low enough for me to add this <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    *side note, bump-mapping is to do with texture rendering, not capable with the current HL engine <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
    In case ya didn't know HL2 uses bump-mapping <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    Actually, HL2 supports Normal Mapping, as does D3, and most graphics engines these days. Most of the Q2 and Q1 ports even support it now.

    Normal Maps are, quite literally, an improvement over Bump Mapping like a colour image is to grayscale. While Bump Mapping only stores the height of a given texel, Normal Mapping stores the actual surface normal of that position.

    What's the difference, functionally? Normal Mapping can perform far more detailed lighting for the same 'cost' as Bump Mapping, but it doesn't work on older video cards. Bump Mapping can be 'faked' while Normal Mapping can't.

    Also, unlike Bump Mapping, normal mapping is easy to automagically compute from a high-res/low-res model pair, instead of needing to be manually drawn or rendered using complicated Z-Buffer tricks like Bump Mapping is.

    In fact, a 'normal map' for a video-game level can even be generated automagically, while using standard polygon-reduction on the video-game level itself to make it playable in realtime. Makes modelling a level in 3DS Max or Lightwave or Maya much more feasable.
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