Half-Life 2

Half-Life 2

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Old Tilefloor001 series replacement
   
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type: assets
contains: materials
File Size
Posted
4.371 MB
15 Nov, 2024 @ 6:49pm
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Old Tilefloor001 series replacement

Description
In Half-Life 2's leak, the tilefloor001c texture and the bump map and normal map for tilefloor001b are for an older, different colored tilefloor001 series. I have decompressed those textures and remade the old series based off of those textures. Here's a replacement for the final versions. I think it gives Nova Prospekt a different vibe for a huge area.
10 Comments
Ateş Bozkurt 3 May @ 8:21am 
THE FLOOR IS DARK AND GRITTY!!!
amit 2 Feb @ 10:56am 
dark and griddy floor!11121212121212
PhoenixPerson 18 Nov, 2024 @ 11:06am 
Oh okay... If HL2 RTX wasn't in the works, it mighthave been worth it for skilled modders to redo all the maps to a higher standard. But since it is, we wait for RTX :). Cheers mate.
Phil-Yorace Witmadiq  [author] 18 Nov, 2024 @ 10:58am 
Oh no, not at all. It's actually quite simple. The issue, unfortunately, is whether or not lighting re-bakes can be uploaded as mods to the workshop in the first place.
PhoenixPerson 18 Nov, 2024 @ 10:43am 
Ah understood, so I'm guessing modders can't do such map compiling on their end ?
Phil-Yorace Witmadiq  [author] 18 Nov, 2024 @ 10:31am 
Because of how maps are baked, adding a normal map or specularity to a texture that doesn't already have it *usually* won't provide additional details.

The reason for this is that the map compilers know which surfaces do and don't have reflections when the map is being compiled. This means that when a material is given reflections *after* the map has already been compiled, it most likely won't have reflections in-game.

The same can be said for normal maps. When the lighting is baked during the compile of the map, that includes per-pixel normal map shading. When you add a normal map after the lighting has already been baked, it can only work for dynamic lights such as the flashlight or muzzleflashes.
PhoenixPerson 18 Nov, 2024 @ 10:26am 
Are there any other textures you could do this for? I noticed many tiles surfaces lack spectacularity for some reason
PhoenixPerson 18 Nov, 2024 @ 10:24am 
Looks fantastic, thank you
Phil-Yorace Witmadiq  [author] 18 Nov, 2024 @ 10:13am 
@PhoenixPerson So, that's map dependent. "Tilefloor001a" is JUST the base texture. "Tilefloor001b" is the base texture with a normal map and specular map. In any place where the floor is reflective and bumpmapped in the original game, it will be reflective and bumpmapped with this mod, while any place that *isn't*... well, I imagine you get the gist.
PhoenixPerson 18 Nov, 2024 @ 10:03am 
I'm confused, does this provide the cool bump/specular mapped look as seen in the one image? that would be great.