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

Discussion in 'Mapping Questions & Discussion' started by Numerous, Jan 5, 2010.

  1. Numerous

    Numerous L4: Comfortable Member

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    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?
     
    Last edited: Jan 5, 2010
  2. martijntje

    martijntje L8: Fancy Shmancy Member

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    You dont need guidelines, you can do pretty much what you want.
    but if you really want one and if you like dev textures

    all walkeble surface (floors and walkable slopes): gray dev texture
    anything else on red side: red dev texture
    anything else on blu side: blu dev texture
     
  3. Zee

    Zee L1: Registered

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    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. :)
     
  4. Numerous

    Numerous L4: Comfortable Member

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    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.
     
    Last edited: Jan 5, 2010
  5. Dr. ROCKZO

    Dr. ROCKZO L8: Fancy Shmancy Member

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    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.
     
  6. Cornish Gamehen

    Cornish Gamehen L1: Registered

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    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.
     
  7. Numerous

    Numerous L4: Comfortable Member

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    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?
     
  8. OlafK

    OlafK L2: Junior Member

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  9. Psy

    aa Psy The Imp Queen

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    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]
     
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  10. ParanoidDrone

    ParanoidDrone L3: Member

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    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.
     
  11. Cornish Gamehen

    Cornish Gamehen L1: Registered

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    And should probably wonder why you're even mapping in the first place.
     
  12. Zee

    Zee L1: Registered

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    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.
     
  13. littleedge

    aa littleedge L1111: Clipping Guru

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    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.