Hello there, long time member of Moddb and part of the Half-Life modding community since the very beginning! Currently working on the brand new Half-Life mod "Dark Matter".
Finally solved a massive issue I was having with detailtextures, whereby they would be too contrasted and dark. The solution? Make the wad textures grey and use the original texture as the detail... the results speak for themselves. Finally my textures look the same in-game as when I made them!
Map is heavily WIP, ignore the Paranoia alfa model.. just a placeholder I used for scaling objects along with the new infantry soldier (which is still not finished). Also the weapon model is obviously a crappy reskin of Paranoia's ak model... again a placeholder.. but the look of it will be carried over to the new model.
Fingers crossed and we'll have the Moddb profile up and running soon...
Credits goto Crowbar for coming up with this method!
great job comrade, keep it up)
I don't get it, does Goldsrc use detail textures as normal textures? I mean what is a "detail texture" in Goldsource? I only have experience with Source and detail texture is just a way to add close up details like small protuberances (if that's the word) of concrete to textures as far as I know.
Is this the same thing? Can you explain this for me? I'm not sure how detail textures work.
detailtextures were introduced when the Steam version of Half-Life first came into existence. They were basically used to add a mild overlay onto textures for a bit of extra detail to begin with (which is what I think you're reffering to in Source). So on top of the low-res old HL textures there would be some finer details ie on rocks there would be some crisper rock details showing through. If you've played Paranoia, you would have seen this on some surfaces.
For more in-depth info, have a look at this;
Twhl.co.za
What I've basically done is taken a 128x128 texture which is completely grey and applied a 512x512 detail over the top by editing a simple text file which looks a bit like this;
flr_vil01 detail/flr_vil01 1.0 1.0
This points to the detail texture location as well as the scale to use, in this case.. the 512x512 detail is scaled to fit over the 128 one giving the illusion of a higher res texture without the poly cut up (If you use a 512x512 texture for a surface like a wall in GS... it will cut up the wall to Hell).
Hope that explains it for you, obviously you don't need to care about this for Source since it handles 512.. 1024 etc without any modifications!
Got it now, thanks.
Cool idea, new textures looks realy HD-like =)
I like it!
BEST!
PARANOIA
....what?
SPARTAAA... oh, wait. It wasn't a joke. I guess RangerC just remembered the Alfa model.
Damn, D3ads! If this is true with detail textures, I need to experiment on them ASAP as I usually clutter up my stuff with way too big textures. Thanks, man!
Had a look around but can't find more info about it.
How do you arrange those textures in Hammer? If they are all gray, you can't see anything and Hammer does not display the detail textures. So you build the level with a fully textured WAD and then exchange that WAD with one full of gray textures when compiling & running the map in HL ?
Bingo! I'll have the textures in there as they are scaled from 512x512 to 128x128 (or whatever suits best).. I'll align them as I need them and then replace them with grey textures and then add the details via the text file.. and voila! If I need to use the textures again in Hammer I'll change them back to what they were or use the same texture with a temp name making it easy to change back again.
Is that you on photo at the right wall? :)
LOL no, it's just a photo of some Russian people on holiday, I have a load of family snaps to decorate the houses :)
Pretty ingenious actually. Nice work, D3ads! Shame for those people with D3D; Detail Sextures disable in that rendering mode :/
Damnit... really? I know that most people play in OpenGL so it's not much of a problem but still I'll be cutting people out who play in D3d mode... agrrrh.
People like me! :D Still' love your Russian-loving *** though.
That is... unfortunate. Thanks for pointing that out, DiamonD. :-/
Nice! Keep up the good work :D
Ingenious but..How do you know the textures are aligned the way you want them to when they're rendered in post-process?
If you ever finish this mod, release it! :D
Wait wut ?
The gun and soldiers reminds me of "Paranoia" mod but gun looks tottaly from paranoia still don't remove the gun from your upcoming mod of the year ;) fits in athmostphers saying same as for the soldiers.
That soldier looks good, better than classic PARANOIA soldier.