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Author Topic: New re-texture work of Half-Life 1 by Crowbar/`  (Read 50468 times)

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Crowbar

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Re: New re-texture work of Half-Life 1 by Crowbar/`
« Reply #15 on: September 20, 2010, 02:29:52 PM »

If you finish i will definitely replay hl again XD

I will finish this project for sure, because i simply love Half-Life 1 :).

btw, if anybody knows any good xen-textures, post it :)
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Kruk

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Re: New re-texture work of Half-Life 1 by Crowbar/`
« Reply #16 on: September 20, 2010, 07:58:22 PM »

I will finish this project for sure, because i simply love Half-Life 1 :).

btw, if anybody knows any good xen-textures, post it :)

in http://www.cgtextures.com/ the X-Rays, you can fotomanipulate them to something freque ;p

I remember i tried to paint something like xen texture.
Hope you will find it useful ;p


[File not found]
« Last Edit: September 20, 2010, 08:15:51 PM by Kruk »
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Crowbar

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Re: New re-texture work of Half-Life 1 by Crowbar/`
« Reply #17 on: September 20, 2010, 09:05:35 PM »

Really nice kruk, you are talented :)) i see if i can use it.
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waqwarrior

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Re: New re-texture work of Half-Life 1 by Crowbar/`
« Reply #18 on: September 20, 2010, 09:45:40 PM »

Not to push work on you, but it would also look great with Opposing Force and Blue Shift as well, that way after playing Half-Life with your texture replacements, OF and BS won't look so outdated, ya know?
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KevinLancaster

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Re: New re-texture work of Half-Life 1 by Crowbar/`
« Reply #19 on: September 20, 2010, 10:09:28 PM »

I will finish this project for sure, because i simply love Half-Life 1 :).

btw, if anybody knows any good xen-textures, post it :)

A while back I tried making some detail textures, and I used a mud texture for Xen, though I don't think this would fit your mod.

[File not found]
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Crowbar

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Re: New re-texture work of Half-Life 1 by Crowbar/`
« Reply #20 on: September 21, 2010, 03:10:57 PM »

Not to push work on you, but it would also look great with Opposing Force and Blue Shift as well, that way after playing Half-Life with your texture replacements, OF and BS won't look so outdated, ya know?

When i am finished i may edit op4ce and BS too :)
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Crowbar

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Re: New re-texture work of Half-Life 1 by Crowbar/`
« Reply #21 on: September 21, 2010, 03:13:02 PM »

the xen-effekt looks nice, do you have a coloured version too? :)
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D3ads

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Re: New re-texture work of Half-Life 1 by Crowbar/`
« Reply #22 on: September 21, 2010, 03:38:40 PM »

Impressive work! Is this just standard detail texture overlays or have you used some other trick?
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Crowbar

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Re: New re-texture work of Half-Life 1 by Crowbar/`
« Reply #23 on: September 21, 2010, 05:18:48 PM »

Impressive work! Is this just standard detail texture overlays or have you used some other trick?

In HL: Detail 1.0 (my multiplayer-texture-pack of December 09) i compiled the 24 bit textures to 8 bit and added it to halflife.wad. Then I connected the 8 bit textures from wad with 24bit textures from gfx/detail folder.

But for this singleplayer mod i use a halflife.wad with simple grey textures and connect them with 24 bit textures.
« Last Edit: February 21, 2011, 10:37:55 PM by Crowbar »
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Crowbar

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Re: New re-texture work of Half-Life 1 by Crowbar/`
« Reply #24 on: September 21, 2010, 08:33:27 PM »

New screenshots






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KevinLancaster

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Re: New re-texture work of Half-Life 1 by Crowbar/`
« Reply #25 on: September 22, 2010, 12:34:39 AM »

the xen-effekt looks nice, do you have a coloured version too? :)

Unfortunately no, but it was originally brown coloured and I didn't really know about colored detail tetures at the time, so I greyscaled it. But here's the website I got it from: http://www.filterforge.com/

It lets you preview images, and the preview also happens to be 512x512. Though I'm not entirely sure if it's correct to use textures from a site like that and it seems to be down right now.
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D3ads

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Re: New re-texture work of Half-Life 1 by Crowbar/`
« Reply #26 on: September 22, 2010, 10:39:23 AM »

In HL: Detail 1.0 (my multiplayer-texture-pack of December 09) i compiled the 24 bit textures to 8 bit and added it to halflife.wad. Then I connected the 8 bit textures from wad with 24 textures from gfx/detail folder.

But for this singleplayer mod i use a halflife.wad with simple grey textures and connect them with 24 bit textures.

Nice, could you provide some samples of the details textures and the ones used in the wad? I've been using the method myself but I have difficulty getting the settings right and it often takes a long time to adjust the saturation, lightness and contrast to blend in well.
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Crowbar

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Re: New re-texture work of Half-Life 1 by Crowbar/`
« Reply #27 on: September 23, 2010, 04:53:56 PM »

Unfortunately no, but it was originally brown coloured and I didn't really know about colored detail tetures at the time, so I greyscaled it. But here's the website I got it from: http://www.filterforge.com/

It lets you preview images, and the preview also happens to be 512x512. Though I'm not entirely sure if it's correct to use textures from a site like that and it seems to be down right now.

Ah, ok. I already know this site, but thx :))
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Crowbar

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Re: New re-texture work of Half-Life 1 by Crowbar/`
« Reply #28 on: September 23, 2010, 04:56:50 PM »

Nice, could you provide some samples of the details textures and the ones used in the wad? I've been using the method myself but I have difficulty getting the settings right and it often takes a long time to adjust the saturation, lightness and contrast to blend in well.

As far as my opinion is concerned there are ONLY 2 ways to have good looking detail-textures in game.

I would suggest that you add me at steam: Blackfreeman

:)

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D3ads

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Re: New re-texture work of Half-Life 1 by Crowbar/`
« Reply #29 on: September 26, 2010, 03:31:55 PM »

I don't really use Steam much, it's there just to play games really. Do you have msn? That'd be better.

I make all my own textures, so I'll make a wall at 512x512, then half it to 256x256 in the wad and then add a detail at the original size which has altered saturation, brightness and contrast but the painstaking thing is altering those to get it so it looks best in game. What I really need is some way of making it so I can use one setting on all the textures to save time...
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