We need to duplicate one channels, Red, Green, Blue. Alpha channel uses grayscale colors to controll transparency, the darker an area is on the textures alpha chanell the more transparensy it has. Make another layer and Render it with clouds (Use primary color white secondary black "Filter/Render/Clouds" )Ĭhange the Blending to overlay and merge the clouds layer with "Window" layer. Highlight the "Background" layer and make a new layer, Name it "Window".įill it with a darkbluish color. Now chose Select/Modify/Contract and contract by 2 pixels. Make a select box with a border of 1 gridbox. Now select the Rectangular Marquee Tool (M), Set the feather to "1 Px". Now go to Edit/Preferences/Guides, Grid & Slices. (Fastes way is Ctrl + ' or go to View/Show/Grid) The result should be something like this. That merges the rustlayer with the layer under it, in ouer case it should be the "Metal" layer. Now set the contrast to "+40" and press OKĬlick the Blending roledown and chose overlay. Highlight the "Rust" layer and click Image/Adjustments/""Brightness/Contrst"" Choose a brownish color and have black as secondary color. The image should look something like this. Now click on Filter/Artistic/Underpainting and use these settings: You should get a picture that looks like this. Now click on Filter/Artistic/Film Grain, set the sliders to: If not use this image.ġ.Make a new image, Size 256x256. I recomend doing the first step to be able to make only the Window transparent. Step one is a easy way to make a window with a rysty metalframe. Knowledge of compiling textures (see Tutorial) "Photoshop" (Working with PS:CS so i dont know if it works with lower) It's a great way to make grates, windows fences and other stuff thats translucent. Just explore all the assets and maps, after a while you will know almost everything you need to piece the whole game together.Alpha Channel textures is all about opacity/translucanty on Textures. You can't say much of the same about HL1. You have pretty much all you need to recreate/rework the old HL2 if you want to. Story, commentaries and concepts can all be found from the RTB. Sounds exist for early Eli Maxwell as well. Models can be seen on various preview shots, some are available (child worker, jetski etc.) already and most that don't really didn't make it past the concepts anyway. You have the map source files that pretty much have all of the old world intact (or what ever was really done anyway as most got the axe pretty early on). Plus many videos show off the same areas, probably other areas were too crude to really show off at that point.įor HL2, what ever you'd really need and want is already out there. Most maps don't really seem to have a proper connection and mostly what you see in here are probably "one script wonders", meaning that the maps might have an corridor or two accompanied with the script of the day. HL1 as you probably saw, was in very early stages at this point. The E3 alone was way more than these, combine that with RTB. Was one of the first times when the game actually came together and shown outside like that. You can see it from the map source files that valve really put an effort for those presentations as that The HL2 had the E3 presentations, I think this was available on the CSCZ disc as well. The disc contains interviews, gameplay videos and several pre-release screenshots. Half-Life Preliminary Findings is a compact disc containing Half-Life early media, dated October 16, 1997, released with Diablo: Hellfire in late 1997 to promote Half-Life. I thought I would share the info with you guys : ) Recently, I discovered a beta related Half-Life disk I have not heard of, seems to be a bit obsecure.
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