Theres absolutely no info on how to texture alpha/beta maps

Numerous

L4: Comfortable Member
Oct 14, 2009
150
72
Yup, it's true.
I searched. (sue me, I prefer speed over thorough waterproof search terms)

Nobody asked, and nobody complained, so I suppose there isn't a single strict protocol, but there must be SOME sort of guidelines.
Can someone at least post them here, if not make a new thread for it?
 
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Zee

L1: Registered
Dec 30, 2009
34
16
It's up to you really, but what valve does is use the Dev textures to set a basic lay out, and using ramps for stairs, little to no models and not many displacements. I sometime use textures to add some layout, or mark certain things. This would be the alpha. It's really just the design of the map, to make sure everything works and flows correctly. Without having to redo everything if it doesn't.

A beta would be a map that is thought to be nearly or almost finished and is still in testing stages, or just isn't complete.

Anyway, that's my explanation. I'm sure there will be more. :)
 

Numerous

L4: Comfortable Member
Oct 14, 2009
150
72
It always seemed to me that all the serious mappers (Youme, political gamer) followed a specific protocol. I thought it might have been more than "colour this team this general colour, the other team this other general colour, colour everything else *this*".

By the way, for random models that aren't the centre of gameplay, do you block out their general shape? Like the barrel model, or the pile of tyres.
 
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Dr. ROCKZO

L8: Fancy Shmancy Member
Jul 25, 2009
580
159
No, Alpha is meant to be very basic, if a Rock Model is essential, have it there. If a Barrel is going to be over there for aesthetics eventually, don't brush it out. It would take a lot of time to do and undo, not to mention add extra data to compile.
 

Cornish Gamehen

L1: Registered
Dec 23, 2009
47
18
There's no info because it is all up to an individual's personal preference how to texture alpha/beta maps. I'd recommend using dev textures for alpha like others have said, and don't start detailing until at least beta, when the overall layout will be more solid.
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
There's also my own video in a similar style.

[ame="http://www.youtube.com/watch?v=pUIlaZjtn_U"]YouTube- PLR Nightfall Timelapse #2[/ame]
 

ParanoidDrone

L3: Member
Feb 19, 2009
147
11
I thought the standard was something like this:

Alpha: Start with mostly dev textures, since large layout changes are still a possibility. Start converting them to "proper" textures when you consider the layout of a section to be done. Detailing and displacements at a minimum because they're a pain to redo over and over.
Beta: Almost everything "properly" textured and displaced. Details can be added since your layout is more or less finalized.
RC: Fine-tuning. If you still have a dev texture by this stage then you're a bad person and should feel bad.
 

Zee

L1: Registered
Dec 30, 2009
34
16
I just realised.

How do you know that? Did someone tell you or did you see an example (as far as I know they've only released the finished versions of maps), or did they post an article on it somewhere?
Its in a few interviews. There was one in PC gamer when HL2 was announced. As said before, they use a basic layout and only add things necessary to the game play. I think they called this stage the orange box, because the Dev textures were orange. It's quite hard to Google search it now because they named a game after it.
 

littleedge

L1111: Clipping Guru
aa
Mar 2, 2009
986
605
Not all Valve mappers use dev textures. Badwater was made with dev textures - we have screenshots to proove it. Viaduct was made with dev textures - we have a timelapse to proove it.

I personally texture any spawns their team's respective colour with dev in an alpha. If it's an a/d map, I will also texture the area that points are on in red dev textures. Generally, I use greygrid or blendmeasure for the ground, and then reflectivity of various shades for outdoor and indoor walls. Whenever I experience mappers block, I start detailing things I expect won't require much change - spawns for instance. And even if the spawns change, I like detailing things when I experience mapper's block, so redoing the spawns is alright with me.