Good looking textures Created 8 years ago2015-12-30 19:45:55 UTC by KB90 KB90

Created 8 years ago2015-12-30 19:45:55 UTC by KB90 KB90

Posted 8 years ago2015-12-30 19:45:55 UTC Post #327984
Hello. I'm making some textures for HLDM map. So I made few 512x512 hoping that high resolution will make it better. But I don't see much difference between my texture and stock HL textures that are way smaller. Also if I keep going with 512x512 at the end my .wad will be around 20-30mb size. So, is there a way to make them look better or that is the limit of HL?
Thank you.
Posted 8 years ago2015-12-30 20:07:57 UTC Post #327985
It's all about the scaling. If you put a 256x256 texture on a 64x64 box, you're getting 4x the resolution.

Can you show some screenshot comparisons?
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2015-12-30 20:41:31 UTC Post #327986
no there is no way, its impossible, sell your PC and go cry on somebodys shoulder
Posted 8 years ago2015-12-30 21:08:48 UTC Post #327987
For a performance-visuals compromise, i'd use 256x256 textures with a "high quality" 512x512 version of it, scaled by half as a detail texture (0.5x0.5).
If done right, most of the times it looks better than source.

Players would also have the option to enable/disable detail textures as they wish.
Posted 8 years ago2015-12-30 22:58:31 UTC Post #327990
What are textures with a "high quality"?

Here I have how everything looks in game:

http://s18.postimg.org/48u8o6suh/Untitled_1.jpg

Original size texture, then texture after i click "fix" and last one is original HL texture that I'm replacing.

http://s2.postimg.org/u29utskjd/Untitled22.jpg

And here is original picture I'm putting in .wad

http://s3.postimg.org/6gup6a8ib/Metal_Door002.jpg
Posted 8 years ago2015-12-30 23:29:20 UTC Post #327991
Maybe a worded that wrong, wouldn't be the first time.
What i'm trying to suggest is that you could make a 512x512 texture, then scale it down to 256x256. Save both of those.
Apply the 256x256 texture to brushes within the editor, as you would normally do.
Use the 512x512 as a detail texture, scaled by half (0.5 0.5), on the 256 texture.

There's a detail texture guide in the tuts section, if you don't know what they are. Also, Trempler has his own workaround with them and has put out a guide around here somewhere.
Posted 8 years ago2015-12-31 00:05:38 UTC Post #327992
That texture you posted is terrible TBH. Its stretched and blurry even in its original size so if you shrink it, it won't get better. You need a better staring texture.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2015-12-31 03:26:06 UTC Post #327998
^+1
Posted 8 years ago2015-12-31 10:47:26 UTC Post #328003
Is there any tutorials on how to make better textures?
Posted 8 years ago2015-12-31 19:50:50 UTC Post #328006
Google some texture creation tutorials perhaps. Most professionals use Photoshop, but it costs money... so maybe grab some free image software like Paint.net or GIMP. Paint.net is easier to learn, but GIMP is more powerful i think.

A good place to start for base textures is Textures.com. (Formerly known as CG Textures)
Start a new image with like 300+ dpi, 512 by 512 pixels.
Your first layer is a base texture - essentially whatever material your object is made from (metal, wood, plastic etc etc)
And then start adding scratches and decals in new layers.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2015-12-31 20:05:31 UTC Post #328007
Photoshop CS2 is free on Adobe's website.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 8 years ago2015-12-31 20:29:23 UTC Post #328009
Hmm... It doesn't look completely free..
It's a technicality that prevents their activation servers from reading the proper product key.
So you're supposed to have owned the product already.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2015-12-31 20:38:54 UTC Post #328010
lol. see the elephant? with cracked skin, like an old tree...
Posted 8 years ago2015-12-31 20:39:47 UTC Post #328011
Thanks. I have stolen version of newest PS.

Does this texture looks better?
http://s29.postimg.org/43f81jt1z/Untitled.jpg
Posted 8 years ago2015-12-31 20:56:23 UTC Post #328013
Looks great.
Don't advertise that you cracked PS btw...
Discussion of illegally pirated software and warez of any sort on the forum is terms for immediate suspension of your account.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2015-12-31 21:33:23 UTC Post #328014
you havent stolen it, adobe released it themselves full of backdoors to create an army of zombie artists and to enslave the human race
Posted 8 years ago2015-12-31 21:54:00 UTC Post #328016
By latest version, I assume you mean CS6? In which case, that's not the latest version. :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-31 23:07:52 UTC Post #328017
CC doesn't count as a version. It's subscription-only online-only crap.
Start a new image with like 300+ dpi, 512 by 512 pixels.
DPI don't affect image resolution, only pixel density per surface unit and therefore it only matters if you're going to print the image to paper. A 512x512 image is still 512x512 at 10DPI and at 1000DPI.
</fightpicking>
Posted 8 years ago2016-01-01 00:32:39 UTC Post #328018
It absolutely does count as a version. Also the subscription model is fine & makes a lot of pro software a lot more accessible. Be less cynical :P

CC 2015.1.1 is the latest version of Photoshop & is the 16th major version. CS6 was the 13th, so it's pretty out-of-date.
Archie ArchieGoodbye Moonmen
Posted 8 years ago2016-01-01 02:00:54 UTC Post #328019
Damnit, CS6 is 3 versions out of date?
What do I pay my tuition for!?
smashes hard drive full of school-provided adobe software
Notewell NotewellGIASFELFEBREHBER
Posted 8 years ago2016-01-01 03:44:28 UTC Post #328020
Hmm... It doesn't look completely free..
It's a technicality that prevents their activation servers from reading the proper product key.
So you're supposed to have owned the product already.
Nah, Tet, it's actually free. I've registered it just fine and it was authenticated and all that jazz. I guess it might not be free anymore, but it was when I got it.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 8 years ago2016-01-01 12:26:33 UTC Post #328023
Mine is 13.0.1 version. To be honest I don't really see difference from version I used 3 or 5 years ago. I will buy it when I start making money from things I made in PS (probably never), till then my girlfriend wont let me spend that amount of money on software.

Anyway, lets stop offtopic.
Posted 8 years ago2016-01-01 13:51:53 UTC Post #328029
Off topic never stops. Hooray TWHL!
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-01 15:12:35 UTC Post #328031
How do I make door texture? What size I need to choose as doors are not square. If I make it 512x512 then it gets stretched.
Posted 8 years ago2016-01-01 15:18:46 UTC Post #328032
The number of units in hammer are directly related to the resolution of the image. The average crate size is 64x64 units, and so, most crate textures are 64x64 pixels.

Basically, if your door is 112 units high and 64 units wide, then the texture should be the same in pixels (112x64) or if you want higher quality textures, double it. (224x128 pixels)
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-01 15:26:08 UTC Post #328033
And what do I do if my texture is 512 on 400? Should I stretch it to 512x512?
Posted 8 years ago2016-01-01 17:34:44 UTC Post #328036
Never stretch a texture's aspect ratio if you can avoid it. If the brush you're working with is 512x400 (or 256x200, etc) , make a 512x400 texture on a canvas that's 512x512, and have a border on one side that's either black or a seperate trim texture to use on other faces. Fit it to the vertical scale on both X and Y in Hammer, and align to the side.
Notewell NotewellGIASFELFEBREHBER
Posted 8 years ago2016-01-01 18:08:01 UTC Post #328037
Always use larger canvas, even if 256x192 is allowed, don't use it, use 256x256, because only direct powers of 2 (4, 8, 16, 32, 64 etc) work properly, other sizes make the texture blurry and facked up
Posted 8 years ago2016-01-02 16:45:16 UTC Post #328055
Here's a texture i made up. 256x256. It took about 10 minutes.
The original next to it is 64x64.
User posted image
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-02 20:51:45 UTC Post #328056
Fancy! Not sure I'm into the diffuse shadow behind the sign, though. It looks a bit out of place.
Posted 8 years ago2016-01-03 01:04:35 UTC Post #328059
Yeah i figured the same after i was done, it was too late, as I already collapsed that layer.
I can always re-make it, i have all the source materials still.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-03-01 06:55:17 UTC Post #329065
The thing about re-sizing textures...is that the flashlight beam will appear smaller on brushes with down-scaled textures. I relegate this to small boxes/posters/knick-knacks. I don't have to worry as much because Parasomnia uses an oil lantern, but something to bear in mind for all your freaks who like flashlights.
Posted 8 years ago2016-03-01 15:12:50 UTC Post #329072
The number of units in hammer are directly related to the resolution of the image. The average crate size is 64x64 units, and so, most crate textures are 64x64 pixels.

Basically, if your door is 112 units high and 64 units wide, then the texture should be the same in pixels (112x64) or if you want higher quality textures, double it. (224x128 pixels)
+1, I would have done the same thing.

Non-related note : Assuming you are making your own mod, the 512x512 limit can be bypassed by writing a new renderer.
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