INFRA - A Portal 2 total conversion single player puzzle mod

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Re: INFRA- A Portal2 total conversion

Postby Gary on Thu Sep 29, 2011 6:52 am

|Yucca| wrote:Sorry but different places look different. The office will stay modern and shiny, while the forest areas will stay old and run-down.


I tend to agree.
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Re: INFRA- A Portal2 total conversion

Postby BaRRaKID on Thu Sep 29, 2011 7:05 pm

|Yucca| wrote:We are open for criticism, but: the mod's goal is realism, and in reality, places look very different. "Two different styles" -well, that's the exact point! Player is supposed to encounter the huge difference between the modern world and the older, partly forgotten world. That's the goal we're going for. If we weren't aiming for that, the office wouldn't even be there.

Same goes for color palette. The office is in the newly built commercial district of the city, the forest is tens of kilometres away of the city centre. That's why they have a different color palette, a different mood and different design.

Anyway, you're completely wrong about the textures. The textures in the office have actually more detail and are more higher res than the one's used in the forest. You're wrong about the lighting as well. The office has both light entities and light_spots combined with natural light coming from the windows. The lights aren't white either, they're colored light yellow. Also, lighting in a real life office is very bland and like I said, the main goal is realism. I'm not saying the lighting is final, but it's very close to what I want it to be.


If that is true, than I'm afraid it doesn't show in the screenshots. That gravel texture on the ground for example has a very noticeable repeating pattern that isn't more than 256px wide, if it has indeed a bigger resolution than it looks like is just a smaller texture repeated 4 or 8 times on the same image. That gray thing in the middle, what's it made off? It doesn't look like neither metal nor concrete, it's just a flat gray with no material information. The orange wall texture also has no information, it's just a solid orange with some noise. The windows on the left side wall look like posters, there is no depth, nothing that suggests that the windows are embedded on the walls.
Look at mirrors edge for example and you'll get good references on how to create a clean environment while at the same time having good texture resolution and detail. Try to talk to robert briscoe that is working on Dear Esther, who also worked on Mirrors Edge, and has done several great maps in the Source engine if you need some pointers. He hangs around this forum every once in a while aswell.

And sorry to say but if you're aiming for realism then your going in the wrond direction, the office looks very stylized to be honest.

Finally, again, I'm just trying to help and point you guys in the right direction, you're free to do whatever you like :)
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Re: INFRA- A Portal2 total conversion

Postby |Yucca| on Thu Sep 29, 2011 8:07 pm

BaRRaKID wrote:
|Yucca| wrote:We are open for criticism, but: the mod's goal is realism, and in reality, places look very different. "Two different styles" -well, that's the exact point! Player is supposed to encounter the huge difference between the modern world and the older, partly forgotten world. That's the goal we're going for. If we weren't aiming for that, the office wouldn't even be there.

Same goes for color palette. The office is in the newly built commercial district of the city, the forest is tens of kilometres away of the city centre. That's why they have a different color palette, a different mood and different design.

Anyway, you're completely wrong about the textures. The textures in the office have actually more detail and are more higher res than the one's used in the forest. You're wrong about the lighting as well. The office has both light entities and light_spots combined with natural light coming from the windows. The lights aren't white either, they're colored light yellow. Also, lighting in a real life office is very bland and like I said, the main goal is realism. I'm not saying the lighting is final, but it's very close to what I want it to be.


If that is true, than I'm afraid it doesn't show in the screenshots. That gravel texture on the ground for example has a very noticeable repeating pattern that isn't more than 256px wide, if it has indeed a bigger resolution than it looks like is just a smaller texture repeated 4 or 8 times on the same image. That gray thing in the middle, what's it made off? It doesn't look like neither metal nor concrete, it's just a flat gray with no material information. The orange wall texture also has no information, it's just a solid orange with some noise. The windows on the left side wall look like posters, there is no depth, nothing that suggests that the windows are embedded on the walls.
Look at mirrors edge for example and you'll get good references on how to create a clean environment while at the same time having good texture resolution and detail. Try to talk to robert briscoe that is working on Dear Esther, who also worked on Mirrors Edge, and has done several great maps in the Source engine if you need some pointers. He hangs around this forum every once in a while aswell.

And sorry to say but if you're aiming for realism then your going in the wrond direction, the office looks very stylized to be honest.

Finally, again, I'm just trying to help and point you guys in the right direction, you're free to do whatever you like :)


The gravel texture repeats indeed, it's going to be fixed. The skylight model currently only has the base texture and is missing all the other maps. The orange concrete wall has a very noticeable concrete pattern and detail.

Also, what do mean "no depth" on the windows? All the rooms that the player can see are physically there -so are the window frames (though being currently made out of simple brushes which is going to change in the future).
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Re: INFRA - A Portal 2 total conversion single player puzzle

Postby oskutin on Sun Oct 02, 2011 10:34 am

We're in need of organic modeller, so contact me or Yucca.
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Re: INFRA - A Portal 2 total conversion single player puzzle

Postby oskutin on Wed Oct 12, 2011 1:45 pm

oskutin wrote:We're in need of organic modeller, so contact me or Yucca.

Not anymore.
Got one.
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Re: INFRA - A Portal 2 total conversion single player puzzle

Postby oskutin on Sun Oct 23, 2011 9:30 pm

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Re: INFRA - A Portal 2 total conversion single player puzzle

Postby oskutin on Wed Nov 30, 2011 4:54 pm

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