football field texturing

  • Thread starter Thread starter g8rjosh
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g8rjosh

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alright i am new to mapping with half life. i know it has great capabilities, but here is the process I want to do to make a football field. basically I want to start off with a base green texture and apply a bunch of decals for the logos on the field, as well as the lines. then I will add an large overlay of a grass map that gives the illusion that the entire field is grassy... Do I have the concept right?

Or I could just make a really high res field texture and that would do the job. Which do you guys think would work the best?
 
i would make a gras texture. then make overlays of the white lines and stuff. overlays so that u can resize them. you could make another overlay for the dark stripes in the grass. is this meant to be a profession football pitch or like a kids one in a park.
 
You should check out the maps in the International Online Soccer HL1 mod. They just make seperate grass+line textures for each part, meaning that in the end the grass area consists of about 6+ different textures. It'll be tough to work out how to make the textures so they all fit together though...
 
StardogChampion said:
You should check out the maps in the International Online Soccer HL1 mod. They just make seperate grass+line textures for each part, meaning that in the end the grass area consists of about 6+ different textures. It'll be tough to work out how to make the textures so they all fit together though...

This would be better than using decals and overlays. With decals you risk the decal not showing up in all circumstances (decals are cheap, therefore the engine believes they can be removed if necessary); with overlays you risk the overlay stretching across more than 64 faces, causing a critical error.
 
critical ay? it crashes? i didnt know that. so are you saying to have the feild made out of lots of different brushes rather than one?
 
Thanks for your responses. Will there be a problem when I do the method suggested above if there are shadows that cross each individual primitive? Will the shadows look fluid/correct, or will they give it away at the seams? I hope that question made sense.
 
Provided the faces' edges meet, there should be no problems. If the shadows aren't smooth enough for you, you can select all of the faces and add them to the same smoothing group with the texture application tool.
 
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