Continues the famous White Wolf gaming tradition in a new role-playing adventure with an open, non-linear world, rich character development and an immersive storyline.

Blends all the core elements of a traditional RPG with the graphical richness, immediacy and brutal combat of a first-person action game powered by Valve Source Technology, the same game engine technology used for Half-Life 2.

Plunge into the dark and gritty vampire underworld of modern day Los Angeles as a creature of the night, interacting with and battling mortals and creatures of darkness with an incredible array of vampire powers, skills and traits.

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Sorry for the long silence!
On a personal note, I ended up injuring my spine, as well as getting bronchitis and getting pretty laid out for a while, I even ended up going to the Emergency Room since I couldn't breathe! Always thinking about VTM:B Remix, I literally took reference pictures while I was there, I figured they'd be useful when redoing the Santa Monica clinic + bloodbank.

Anyway I have been doing physical therapy and I'm on the other side of the illness, so I should be able to get back at this in full force soon!

WARNING! THIS IS A LONG POST! Feel free to skim, I won't be offended!


Phase 1 Done!

I wanted to talk a bit today about the next phase of the proof of concept. Systematically replacing the models is... DONE! At least for the immediate apartments, the haven itself + all the hallways and surrounding apartments should have all their models replaced. I have not hit any of the models that appear out the window on the street, but you know that will happen someday soon...


Phase 2 Begins

While I've already done a few early tests for environmental texture replacement with the PBR material approach. It's time to actually hit this phase hard. That means working in Blender, Substance Designer, and Toolbag4.

The Approach:

There are a few ways to handle creating environmental textures, I'll be using a few different techniques to tackle this. From making them from scratch in Substance Designer to adapting a modeling approach that let's me rapidly build out and bake down to then finish in Toolbag4/Painter.

Just like modeling a prop, I can take old textures and model over them, using them as a high poly to bake down to a flat plane. I'm much faster at this than doing a height map workflow with shapes in Substance Designer so it's the one I'll be leaning on more often.

Here's an example of the red cabinets found in the apartments:
We start by bringing in the old texture as a reference image. It's aspect ratio should be perfect if we do it this way.
texturing tut 01
We then start blocking it in. It's fairly easy in this case to follow the guides, these are pretty straightforward shapes.

texturing tut 02

texturing tut 04

texturing tut 05

Just like with a prop model, I'll make sure the high poly has materials assigned for the various needs. I use different material IDs for the same wood because I know I want horizontal AND vertical boards. I also have a material ID for the center panel and the 'void' for the other texture variant.

texturing tut 03

texturing tut 07

After that, the low poly is extremely simple! Since we can't replace any actual geometry for BSP brushes without doing it in Hammer Editor, all we need to do is upgrade the texture, so we just bake to a plane with the same dimensions. That's it, just a plane.

texturing tut 06

From there we start texturing like normal. I really want to capture the wear and tear patterns from the original texture, so I'm going to make a mask from it. I make it look horrible for a bit by increasing the contrast, I then use that to create a selection, storing that as a white and black mask. I can invert the mask at any time so this is just preference as to what black and white represent, I just need the stark contrast.

texturing tut 09

I bring the mask in and apply it to my layers, using it to mask out the paint and reveal a more worn wood layer underneath.

texturing tut 10

Here's a shot from Toolbag4.

texturing tut 11

And Let's take a look in game:

texturing tut 12

I'm happy with these results for now, but I will probably go back and tweak them, maybe add some noticeable edges to the paint where it chips, maybe work on the height map more... I'd like to try and capture some of the thicker contrast on the horizontal boards. But for now let's call this good.

Oh no... he's still talking...


Challenges and Hurdles


So that's the basic premise. But let's talk about some oddities to overcome. My favorite example so far is the door to exit the apartments.

In VTM:B, almost all the doors save a few are actually brushes, with a model for the handle attached to them, the door frame often sharing a part of the door texture. Meaning we can't really replace the door wholesale, they don't have stable geometry hashes from frame to frame.

So the door leading to the apartment is pretty easy, the door is from this texture that-

texturing tut 13

Huh that's weird. I don't see the door frame at all. Let's check the hash texture for the doorframe and see where it get's it from.
texturing tut 14
Ah yes I see... wait.. WHAT. Where does this door texture appear then?

texturing tut 15

It appears on the door to the Tattoo parlor. Right across the street from...
texturing tut 16

Well well well. So the pawnshop exterior door is shared with the apartment door, but uses the door frame from a different external door. You can maybe start to see how redoing the textures will have a sort of rippling effect on the game. To properly rebuild the door texture, I'll need to remake two different textures. But if I do that center door, I will need to redo the walls to the side as well to make it contiguous. It can be very easy to get sucked in. To add another wrinkle...

texturing tut 17

Recall that the blue outline means that it is an actual mesh that can be replaced!

I'll cut us off here, this is a rabbit hole. But hopefully I've illustrated how fun it is to dissect these old games, but also, how to tackle rebuilding them. I think the retexture of this specific area is going to have some ramifications for other areas of the game, but overall I'm not too worried, the workflow I illustrated above is actually super modular. So modeling that door for baking one texture... well guess what, I have the door already for making the brick variant!

texturing tut 18

Here we go...

Hopefully I have a neat surprise to show soon, that will be a MUCH shorter post. But thanks as always for reading. Sorry this one was so long, the posts will be much shorter and more concise from here on out since we've covered the major bases.

Also thanks for your patience while I was dealing with these surprise health issues!

See you all soon!

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Post comment Comments  (90 - 100 of 163)
Guest
Guest - - 700,211 comments

where can i get this game

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♥SniperLulu♥
♥SniperLulu♥ - - 34 comments

Steam :)

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LemonTart
LemonTart - - 77 comments

Needs to be an expansion mod. I would love to see new routes for the game, such as dealing more with the spirit wolf and the werewolves. Needs many more new endings :)

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Guest
Guest - - 700,211 comments

I'm praying for the day that this game gets the recognition it deserves and gets sequels. It has so many opportunities and can evolve in so many ******* ways!

I loved the first game with Christof, the story was genius. And the second part of the game (bloodlines) was also a master piece!

And now these fine people work hard to give us the pleasure of a true vampire game. If these heroes could expand the game play that would be just ******* epic!

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Guest
Guest - - 700,211 comments

anyone know how to fix the activation issue when installing the game. I can install the game but when I try and start playing the game tries to activate but then never dose. any help on this would be useful

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Road_Warrior
Road_Warrior - - 66 comments

We desperately need more mods!

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Guest
Guest - - 700,211 comments

Agreed. And someone needs to add more locations, more than anything else. What good are new clans and features if we can't have new places to use them in? Seriously, will someone make a rural part of LA county and fill it with these rumored werewolves we hear so much about. C'mon, 9 years later, and we're still playing in the base sandbox that is four point LA? We need those Half-Life and Jedi Outcast modders over here, pronto. The World of Darkness needs to be BIGGER. More hubs.

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Guest
Guest - - 700,211 comments

I'm thinking about using the Engine and In-Game resources to make a new story ^.^ But First I need to learn how to better use the Source Engine... It's old and difficult to use...

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mrclopes
mrclopes - - 1 comments

masterpiece game, the first release was totally bugged, but with patchs, fixes and mods over years it become one of the best games around.

that haunted hotel in ACTI still freaks me out..

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Firstborne
Firstborne - - 35 comments

The haunted hotel used to scare the crap right out of me - you aren't alone in that. :D There never was a game like this one, and I've yet to see another one like it since. It's sad that games like this one die off, when it's so obvious there could be any number of sequels, prequels, expansions, dlcs, etc. Glad the game is alive and well here in ModDB. Can't wait to replay yet again!

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Guest
Guest - - 700,211 comments

Yeah one of the problems of replaying this game is the hotel... and the zombies, creepy.

Rather fight army of vampires then half dozen zombies.

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