Tinnos:Source Created 18 years ago2006-01-26 23:51:23 UTC by Kasperg Kasperg

Created 18 years ago2006-01-26 23:51:23 UTC by Kasperg Kasperg

Posted 18 years ago2006-01-26 23:51:23 UTC Post #159763
Since I'm a bit lost when it comes to singleplayer mapping, I have decided to leave my "Carceri" map (Pic1, Pic2) alone for an undetermined period of time. I might eventually transform it into a HL2DM map.
My next Source map will be a partial remake of Tinnos. (I know Freshed wants the new version of "Sacrifice", but it will require much more time if I want to make it teamplay). The map will have a couple of rooms from the HLDM version (which I consider some of my all time best) and I have converted most of the textures into materials. Instead of 64x64, they're 256x256 and will be fully bumpmapped in the near future.

Screenshot1
Screenshot2

Besides the conversion of these textures, I will apply my recently acquired skills creating Source materials to make this type of physboxes (refractive, reflective and bumpmapped) which will solve the problem of grav gun objects to throw around. (the vast majority of HL2 props are out of place in a map like this)
Posted 18 years ago2006-01-27 09:29:03 UTC Post #159792
Ah I see my tutorial helped then.
Looking great although some of the textures look a tiny bit stretched however I really like the theme and you have made use of great architecture combined with the egyptian textures to make a interesting custom map.

I'm curious about those shiny physic balls..I don't suppose you could post a link to the texture without being shiny? I like the effect and I have yet to accomplish it.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-01-27 10:26:17 UTC Post #159805
"Refract"
{
"$model" "1"
"$bluramount" "1"
"$surfaceprop" "glass"
"$refractamount" ".1"
"$refracttint" "{100 100 100}"
"$scale" "[1 1]"
"$dudvmap" "yourfolder/texturename_dudv"
"$normalmap" "yourfolder/texturename_normal"
"$envmap" "env_cubemap"
"$envmaptint" "[.5 .5 .5]"
"$REFRACTTINTTEXTURE" "yourfolder/texturename"
}

To prevent it being shiny, I think you'd have to remove the lines of "$envmap and $envmaptint, but I'm not sure.
The HL2 wiki has tutorials on how to make the _normal and _dudv versions of a texture.
Posted 18 years ago2006-01-27 10:48:08 UTC Post #159806
I think as a part of the refract shader it's a little shiny anyways. You should probably be envmaptinting it to about .1 if you don't want it shiny.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-01-27 13:39:20 UTC Post #159875
Hmm... I'm not so sure about those screenshots. There's nothing wrong with the architecture, but they feel a bit too HL-ish to me. Source allows for more (modelled :)) detail and higher res textures, which you didn't really use here.
Posted 18 years ago2006-01-27 15:35:07 UTC Post #159918
Textures are high-res, or at least 4 times higher than my HL1 map. Since the previous textures were 64x64 at a 1.00 scale, these are 256x256 at a 0.25 scale. Detail is not bound to appear the second day I start the map.
I very happy with the results of the texture conversion. Who would have thought that the tiny 64x64 tiles of Tomb Raider III could look so good when bumpmapped:

http://img54.imageshack.us/img54/4200/bmap14cr.jpg
http://img54.imageshack.us/img54/6289/bmap29kw.jpg
http://img54.imageshack.us/img54/2032/bmap32yy.jpg
http://img54.imageshack.us/img54/7097/bmap43vm.jpg

What say you know, you? :P
Posted 18 years ago2006-01-27 15:53:13 UTC Post #159920
bump mapping is well done but lighting is very 1.6y. change the lightmap grids.
Posted 18 years ago2006-01-27 15:57:26 UTC Post #159921
I have, but not all of them. I dont know the final position of the spotlights, so I cant tweak the lightmap grid right now. It also slows RAD a bit.
Posted 18 years ago2006-01-28 16:33:02 UTC Post #160107
I fastly looked at the first 2 screenshots and they look great.
Only 1 thing bothers me, the textures just look 2 hl-ish..

Other then that, keep it up!
Posted 18 years ago2006-01-28 17:19:25 UTC Post #160113
Look at the last screenshots! The textures are much better now
Posted 18 years ago2006-01-28 17:52:30 UTC Post #160120
Awsome work.
In fact it gave me a lot of insperation.
You did steal my whater-sphere idea though. :P
Nice textures, btw.
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-01-28 19:39:51 UTC Post #160147
the first two screenies show that the env_cubemaps are not at player height causing the reflections to appear to the side
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-01-29 00:19:51 UTC Post #160181
Strange, since those reflections are not cubemap related, they are real-time reflections with expensive water. The effect dissapears when you move into the room.
Posted 18 years ago2006-01-29 09:48:04 UTC Post #160252
Wow, second series of screenies are much better! Nice Stuff!
Posted 18 years ago2006-01-29 10:44:56 UTC Post #160260
The cubemapping is well-done, but some still look blurry, giving them just little better looks than their original versions. Just scaling up textures and applying bumpmapping to them doesn't do the trick, so unless you want to spend the time to recreate these ones as high-res versions, you're kinda stuck with low-res looking textures, I think...
Posted 18 years ago2006-01-29 11:03:31 UTC Post #160264
Yeah, I have to agree. A lot of them ? like the zig-zags in *29kw ? still look as bad, really.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-01-29 11:08:56 UTC Post #160267
With all the respect, the textures still look a bit hl1-ish imo.
Posted 18 years ago2006-01-29 12:24:07 UTC Post #160286
HL1 textures were mostly 128x128. The originals here are 64x64, so I can safely say they look pretty good given the circumstances. It's some sort of remake, so the point is they have to look similar. I've seen some Source maps with HL1 textures and they dont look that great either. And I think they are not meant to, right?
I'll fix the normal map of the zigzag texture, because a part of it is not straight where it should be.
If you still have any doubts, switch between these two screenshots and decide if they are different :)

http://img359.imageshack.us/img359/8962/old0pb.jpg

http://img54.imageshack.us/img54/6289/bmap29kw.jpg
Posted 18 years ago2006-01-29 13:49:18 UTC Post #160308
Heh nice! They look very similar and very well made.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-08-18 13:18:23 UTC Post #193814
The promised screenie.
http://i2.photobucket.com/albums/y32/Kasperg/suspended.jpg
The lighting has changed a bit since I took the screenshot some days ago.

Edit: Ooops. Wrong thread... This belonged in my projects thread :( Sorry about that.
Posted 17 years ago2006-08-18 15:49:54 UTC Post #193827
So like you want us to reply here? Reminds me of a childrens sand box..(Most likely due to the red and yellow bars).

It looks quite clean and I don't think basic is the right word...But simple and effective might do for now.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-08-18 17:05:01 UTC Post #193832
The materials are too blurry. I suggest sharpening it in photoshop and maybe adding some brushes of scratches, or marks on them. Its not just that, its also the normal map. You must of used a very low normal map scale. Sometimes it dilutes and distorts the material when done like that. I suggest turning up the scale.

Also, your refracting ball looks ok, but Usually refractions are moving, or scrolling (like water)

Add this code to the end of your .vmt after the REFRACT line if you want a scrolling material:

"Proxies"
{
"TextureScroll"
{
   "texturescrollvar" "$bumptransform"
   "texturescrollrate" 9
   "texturescrollangle" 45
}
}

Obviously your settings will differ. I think the code is self descriptive.

"$envmaptint" [1 1 1] really is not very noticable when used. I suggest "$envmapcontrast" "1" (between 0 and 1). It sharpens and tones up the reflection and is very much more noticable than the tint.

There is also a serious lack of props in the map. Source mapping is very dependent on prop placement, (I know you know this, and I know its hard to find props to place in a map like this) but there are some. Old pots for example, or prop work to take the place of architecture from brushwork to accomplish more detail, but still remain within the budget.

Good brushwork though, and I love the theme. :)

BTW dont take any of this the wrong way. The map looks excellent, and it makes me smile to see custom materials in a map. I just bring up this as constructive criticism. :)
Posted 17 years ago2006-08-19 07:50:33 UTC Post #193884
It's funny. I tricked you again into thinking it was a source map :D
It's HLDM, like I mentioned in my projects thread. BUT, I was planning on making a Source conversion when I get back home to my real computer.
Posted 17 years ago2006-08-19 07:54:58 UTC Post #193887
I knew it! I was gonna ask if it was Source...Looked like HL but only a true HL fan would know ;)
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-08-19 08:36:37 UTC Post #193890
Pretty boring textures, imho.
Posted 17 years ago2006-08-19 15:11:32 UTC Post #193923
http://img54.imageshack.us/img54/6289/bmap29kw.jpg

That is not source? If not then OMFG amazing! WEapon porting and bump mapping!11!!1111!11

Well, I dont think the textures are boring. They remind me of Unreal maps. Overall though the map looks very nice :)
Posted 17 years ago2006-08-19 15:40:27 UTC Post #193924
that IS source
Archie ArchieGoodbye Moonmen
Posted 17 years ago2006-08-19 16:57:34 UTC Post #193928
Yeah, and that's the problem. I don't think it would be hard at all to make the exact, same-looking map in HL1.

You wouldn't be able to match the volumetric light and reflective water exactly...but they could be approximated with a little trickery of course.
Posted 17 years ago2006-08-19 21:57:30 UTC Post #193943
Yah, agreed.
AJ AJGlorious Overlord
Posted 17 years ago2006-08-19 22:40:36 UTC Post #193946
Mmm... perhaps more complex brushwork could help..
Posted 17 years ago2006-08-22 05:31:38 UTC Post #194102
I'm sorry about all the confusion. As I said above, the HLDM screenshot I posted on August 18 belonged to another thread.
As for the source materials, you can see they belong to an experiment I did in January. Criticism on those textures is rather obsolete.
Sorry about my mistake :confused:
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