As we all know, the walls in the original games are very three dimensional with their trellis-sort-of shape. In the screenshots you've seen so far I've tried to recreate the shape with a parallax mapped texture on a simple wall brush. As I've said here before, this implementation is flawed for two reasons: first, the only parallax mapping implementation available is not compatible with HDR lighting, and second, the three-dimensional shape only works when looked at from a zero-degree angle.
Recently, I scrapped the parallax mapped texture and tried to replicate the shape of the original walls with a very detailed construction of non-lightmapped brushes. This, while resulting in an aesthetically pleasing appearance, didn't scale well to large spaces by hogging resources to no end.
So it is now clear to me that neither of these implementations is going to end up in the mod. So for the development phase, at least, we are going to have to come up with a compromise of some sort, and that will probably be a flat wall surface textured with a reasonably accurate replica of the original texture. I've had a go at this and I'm not satisfied with the result, so the purpose of this thread is to find someone capable of drawing this texture.
Some info on the texture: it has to be a Targa file, filetype which is supported by all the major image editing software, it must be sized a power of two (the parallax mapped texture I spoke of earlier was 512 x 512 pixels, which equals about 3 x 3 meters or 10 x 10 feet in real life), and must be accompanied by a heightmap to give it at least some depth by bumpmapping it.
As Source supports, to my knowledge, only one surface type (metal/wood/etc.) per material, it might become necessary to compose walls of four parts: the bottom metallic part, the top metallic part, the yellow trellis, and the vertical girder visible in the original game between every wall "segment". If this is not done, damaging the wall in its various materials will always sound the same regardless of the actual material, which obviously hurts the credibility of the atmosphere.
So, anyone interested in sketching something up?
Recently, I scrapped the parallax mapped texture and tried to replicate the shape of the original walls with a very detailed construction of non-lightmapped brushes. This, while resulting in an aesthetically pleasing appearance, didn't scale well to large spaces by hogging resources to no end.
So it is now clear to me that neither of these implementations is going to end up in the mod. So for the development phase, at least, we are going to have to come up with a compromise of some sort, and that will probably be a flat wall surface textured with a reasonably accurate replica of the original texture. I've had a go at this and I'm not satisfied with the result, so the purpose of this thread is to find someone capable of drawing this texture.
Some info on the texture: it has to be a Targa file, filetype which is supported by all the major image editing software, it must be sized a power of two (the parallax mapped texture I spoke of earlier was 512 x 512 pixels, which equals about 3 x 3 meters or 10 x 10 feet in real life), and must be accompanied by a heightmap to give it at least some depth by bumpmapping it.
As Source supports, to my knowledge, only one surface type (metal/wood/etc.) per material, it might become necessary to compose walls of four parts: the bottom metallic part, the top metallic part, the yellow trellis, and the vertical girder visible in the original game between every wall "segment". If this is not done, damaging the wall in its various materials will always sound the same regardless of the actual material, which obviously hurts the credibility of the atmosphere.
So, anyone interested in sketching something up?