amazingly detailed worked there. Superb.
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Damn that looks nice! Love the custom assets.
One thing I usually think looks good tho is to darken the corners slightly on illuminated signs like that. It makes them blend more to the environment and gives them a feeling they are lit up from behind. Just adding a slight multiply layer on the illumination textures. Just edited your pics a very quickly to show what I mean. Doesn't look very good in those of course but oh well

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That was bugging me as well, I just hadn't realised it. Great work again.
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i actually did that with the smaller signs (you can see them in some of the earlier screens) but got lazy with the new ones. the big red signs are meant to be neon tubes rather than back-lit but those edits do look a lot better so i'll fix those.
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this looks awesome

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http://img692.imageshack.us/img692/6337 ... a10114.jpg
this pic, I think I've actually been there

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Quote from SpicyTanuki
http://img692.imageshack.us/img692/6337/l4dyama10114.jpgthis pic, I think I've actually been there

In the MATRIX??


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Quote from the0rthopaedicsurgeon
i'm just not sure if all the lights it creates count towards the entity limit or what effect it has on performance.
It might be a bit late but yes, they do count in the lights limit.
And it even increases the overall count very fast.
So far, the campaign looks good, I wish I could play it right now !
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decided to switch to l4d2 since it has too many better features not too, even if i don't like the new survivors. i'm trying to detail all the buildings in the shopping district, i don't know enough japanese to come up with enough store-front signs, notices, names etc though so some look a bit too bare for now.
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great looking architecture and custom assets. keep it up.
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I always get excited when i see this threads been updated, keep up the good work.
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The L4d2 assets will really help this look great. Nice stuff as usual.
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Really good work here, great job. Have no comments or critics, its seems u know u want to make and it works out fine

pimped the WIP pics tough

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the big cklock looks a bit blocky or "oldschool" you may change that but besides that its awsome.
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i'm at 93% entdata now, and about the same with brushes so finishing this is going to be interesting. i've visgrouped a lot of sprites, particles, decals etc and switched off some of the signs, but i might have to delete a few things as i get more done, i haven't even started on the 3d skybox yet.
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ho ! I like the small streets

If you combine close func_detail you can save a few entities

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Looks super cool! One thing I'd work on more is the floor. It looks so flat and repetitive everywhere it really prevents your map from look even better. Use displacements with alpha blend and decals to break repetition up!
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Quote from the0rthopaedicsurgeon
i'm at 93% entdata now, and about the same with brushes so finishing this is going to be interesting. i've visgrouped a lot of sprites, particles, decals etc and switched off some of the signs, but i might have to delete a few things as i get more done, i haven't even started on the 3d skybox yet.
The ent data amount is purely a guideline, you can easily go over it and everything will still compile. Also take into consideration that things like static props are added there but are converted to world geometry upon compile so they dont actually count as entities.
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I think static props don't count but func detail yes (not in the game, only in hammer) but it's true, you can exeed that limit but sometime no, I think it depend of the game (and the engine). remembering a cs:s map from me which was at 100% but didn't compile and the last portal prelude map which was more than 200% but works.
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the game crashed a few weeks ago and when i checked the compile log, entdata was at 105%. it worked fine once i restarted the game but i thought being over the limit might at least make crashes more common. reading up some more though, it looks like you can go well over the limit, and prop_static and overlays don't actually count (but decals do).
i'm going to turn some roads into displacements, i deleted a lot of decals because of entdata but since that's not so much of a problem i'll put some back.
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