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Author Topic: Bloodlines HD project phase 1  (Read 14393 times)

Offline Wesp5

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Re: HD retexture project (new pics)
« Reply #15 on: June 25, 2018, 12:03:20 PM »
Good to know. Do you know if I can assign new texture paths in hammer?

Yes, you can. But I would not recommend to do that as it would make your mod at once incompatible with all other mods that modify maps...

Offline TheIncredibleKraken

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Re: HD retexture project (new pics)
« Reply #16 on: June 25, 2018, 01:34:00 PM »
This looks really nice. I'm just wondering if we can port l4d assets legally? I know valve allows porting of game assets between valve games.

Offline krispy

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Re: HD retexture project (new pics)
« Reply #17 on: June 25, 2018, 03:34:50 PM »
dunno cause I'm not porting L4D or L4D2 assets.

These are textures made from bits of texture mods I personally made for L4d2 since I'm a fairly skilled graphic designer.

I'm using layers from my texture mods rearranged, recolored, etc. to get them looking right inVtmB.

Because some models are in both, a texture I made for one can be used on the other if the model and UV map are the same.

the alarm clock and wall clock looked identical at a glance the other day, same with the soda machines.
« Last Edit: June 25, 2018, 09:29:35 PM by krispy »
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Offline krispy

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Re: HD retexture project (new pics)
« Reply #18 on: June 25, 2018, 06:35:48 PM »
installed the sdk, some gimp plugins, and all that jazz on my girlfriends computer to keep working on this while out of the house.

finished the stairs and the hall floor as well as the vent and lightswitch.

wish there was a way to scale the $basetexture  for vents and lightswitches up like everything else.

seems to be some sort of texture glitch by the stairs. I'll be trying to fix it if possible. looks like it's supposed to pull the trim from top or bottom of a wall in the hall to trim between textures but it's pulling from the wrong file, or the wrong PART of the right file.







the blurriness of decals upsets me. is there truly no way to use a bigger image as a decal like the rest of the textures I'm making?
« Last Edit: June 27, 2018, 01:06:32 AM by krispy »
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Offline MasterVampire

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Re: HD retexture project (new pics)
« Reply #19 on: June 26, 2018, 02:00:00 AM »
Looks great!

But I have a question: does it help looking at other texture mods other people have made to understand it better or find a specific texture?

There’s lots in vampires moddb site

Offline krispy

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Re: HD retexture project (new pics)
« Reply #20 on: June 26, 2018, 03:14:15 AM »
I extracted the materials folder from vpk's (or whatever format they are stored in depending on the game) then compare screenshots from the area I am retexturing with the ttz, vmt, or dds files one at a time depending on the game I'm modding. for source games they tend to be in folders with shared names. Plaster, wood, etc. making them easier to find once you get used to it.

I did learn a lot from examining other textures for walls, doors, and world items.

First learn how to make a seamless texture, from there lots of tutorials and such(also helps to be a competent graphic designer first lol)

I have a handful of other graphics mods, some from existing VtmB texture mods. The hd ground, 19 inch tv retexture, and so forth. Most environment texture mods I found for this are of a quality that doesn't meet my needs for gaming.
« Last Edit: June 26, 2018, 11:04:58 AM by krispy »
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Offline krispy

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Re: HD retexture project
« Reply #21 on: June 27, 2018, 03:17:27 AM »
Holy shit.

I fixed it.

Decompile and recompile.

Pics once I solve the issue with it not lining up right.
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Offline krispy

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Re: HD retexture project
« Reply #22 on: June 27, 2018, 03:26:22 AM »
behold. non reflective, non shiny normal mapping. only the ceiling is done currently but it was my test piece to build a template so. . .

using the in game screencap since I can't get to Ansel on my PC til I get back, so please excuse how fuzzy the pics are.




moving on to making more textures now that I can do it properly.

proper normal map VMT's are written like they were in L4D2, but with an extra VMT.

be sure to use a spec map as the layer mask, leave NO white unless you want it shiny. use contrast and darkness to make it all grey and black.

here is the layout for a regular texture VMT obviously change the file path to match any textures you are using (mine are blown up to 4x before being applied via $basetexturetransform and $bumptransform so I can detail)

"LightmappedGeneric"
{
$basetexturetransform "center 0 0 scale 4 4 rotate 0 translate 0 .0"
$bumptransform "center 0 0 scale 4 4 rotate 0 translate 0 .0"
"$baseTexture" "plaster/ceilingc"
"$bumpmap"   "plaster/ceilingc_normal"
"$basealphaenvmapmask" "1"
}

now for the normal map VMT

:Generic

"$baseTexture" "plaster/ceilingc_normal"
"$basealphaenvmapmask" "1"
}

that's it.

easy enough once I beat my head against it for days on end.
« Last Edit: June 27, 2018, 09:16:05 PM by krispy »
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Offline Wesp5

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Re: HD retexture project
« Reply #23 on: June 27, 2018, 09:31:33 AM »
I fixed it.

Decompile and recompile.

If you mean the maps by this, as I wrote, this is no good way as will break with any major mod update! Also there are maps that cannot be easily decompiled and recompiled because Troika used another compiler altogether...

Offline krispy

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Re: HD retexture project W.I.P. w/ normal mapping
« Reply #24 on: June 27, 2018, 06:25:15 PM »
You actually said you wouldn't recommend assigning new textures for instances where something like a wallpaper pattern shows up in more than one building, to broaden the pool of textures the game draws from. I simply recompiled with existing texture paths to make it rethink how it lights the normal map. perhaps if you meant don't decompile and recompile that might have been useful info to specifically state.

unless you know another way to reset the lighting to interact with a normal maps I don't see much of a choice between pretty graphics, or updates to mods. If you have a fix, I'm all ears.

Graphics win if I have to choose. I mean seriously, look at that ceiling. Gorgeous graphics though the whole game are better than new vampire clans or companion mods in my opinion (cool as they are). I would rather have it work with everything though if possible.

If you could elaborate on HOW this messes with other mods, or just tell me how to get the lighting to rebuild so it works with a normal/specular map without a decompile ad recompile that would help more than telling me something simply won't work. Can't work with something that is kept mysterious.

this is being built on the unofficial patch 9.9 and I only run the unofficial patch, enb, and sweet fx. can't imagine my textures and a recompile mess with it that much since the maps folder it stores stuff in seems to be located in the unofficial patch folder already.

if it requires a new version with each release of the patch I'll just keep updating.

Help would be appreciated. After all, I'm an artist not a programmer.

« Last Edit: June 27, 2018, 09:21:03 PM by krispy »
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Offline krispy

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Re: HD retexture project W.I.P. w/ normal mapping
« Reply #25 on: June 27, 2018, 08:51:59 PM »
Previous to the decompile and recompile the lighting didn't know how to interact with the normal/specular map. it would show up as different levels of lighting adepnding on the camera's relation to it.

this game looks AMAZING with normal and specular maps, but can't seem to use them on the environment without some way to generate a proper reaction to the new texture info. The only "coding" i have ever been any good at is modding weapon scripting to behave like the real world counterpart to a firearm and custom VMT's in L4D2. L4D2 automatically deals with changes such as "$bumpmap" "$envmask" "$selfillum" etc. VtmB does not (at least with environment inside the pawn shop)

I'm here for technical help when I need it hopefully and to share my textures so others can have a prettier game. was shocked to see the visuals in this engine doing so badly knowing what it can look like running normal/spec and parallax occlusion made me HAVE to try. Personally I think it's not an issue if decompiling and recompiling don't break the game itself and simply affects other mods. I'll base it on the newest version of the unofficial patch for the normal map version and release a plane jane hd version as well if need be.

Any help in the right direction would be amazing since you clearly know more about how the game works than I do. Thank you.
« Last Edit: June 27, 2018, 09:15:14 PM by krispy »
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Offline Wesp5

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Re: HD retexture project W.I.P. w/ normal mapping
« Reply #26 on: June 27, 2018, 10:49:25 PM »
if it requires a new version with each release of the patch I'll just keep updating.

That would be a solution, but I suggest you update to UP 10.0 right now, because between 9.9 and 10.0 already 63 maps have been changed! Also I still see the problem that some maps will not decompile and recompile without a lot of editing and the lighting in the recompiled maps will not be the same as in the original. Overall a lot of light contrast might get lost! The best way would be to handle this only with vmts and textures...
« Last Edit: June 27, 2018, 10:52:38 PM by Wesp5 »

Offline krispy

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Re: HD retexture project W.I.P. w/ normal mapping
« Reply #27 on: June 27, 2018, 10:52:05 PM »
 :facepalm:

all I had to do was exit the building and re-enter lmao.

was so focused on the trees I couldn't see the forest.

so the normal mapped versions will work with all mods, or they should at least.

Back to texturing rather than puzzling!!!!!
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Offline Wesp5

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Re: HD retexture project W.I.P. w/ normal mapping
« Reply #28 on: June 27, 2018, 10:54:01 PM »
all I had to do was exit the building and re-enter lmao.

Sometimes restarting the game is necessary to see changes too!

Quote
so the normal mapped versions will work with all mods, or they should at least.

Does this mean vmts and textures only do work after a reload :)?

Offline krispy

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Re: HD retexture project W.I.P. w/ normal mapping
« Reply #29 on: June 27, 2018, 10:56:45 PM »
all I had to do was exit the building and re-enter lmao.

Sometimes restarting the game is necessary to see changes too!

Quote
so the normal mapped versions will work with all mods, or they should at least.

Does this mean vmts and textures only do work after a reload :)?

if you mean reloading the game or the save, no. that was done dozens of times.

I restart the game after every change, have to in modding with the ones I have worked on. It's why I figured the textures had issues. behaves differently than new vegas or L4D2 in that area. if the textures are visible in a save they stay wonky til you re-enter the area even after reloading.

works the same. most important seems to be going through a load screen to a different map to reset it.

Except for the need to exit and re-enter the area, textures run identically to L4D2 with the need to make a normal map VMT being the only other difference I can find. The tutorials for this in the forum over complicate the VMT with pointless stuff that ruins the look unless you want everything shiny.

means this is now a cakewalk :D
« Last Edit: June 27, 2018, 11:43:13 PM by krispy »
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