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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Pampers
    • January 30, 2008 at 10:55 PM
    • #5,341

    moar shots

    props were made by Rick_D

    [Blocked Image: http://clanhlhs.game-host.org/hipr/airstrip7.jpg]

    [Blocked Image: http://clanhlhs.game-host.org/hipr/airstrip8.jpg]

    [Blocked Image: http://clanhlhs.game-host.org/hipr/airstrip9.jpg]

  • dux
    • January 30, 2008 at 10:59 PM
    • #5,342

    It has a very emply and artificial feeling to it at the moment. Could sure use a lot more vegetation and general naturey stuff like rocks and dead wood, etc.

  • Pampers
    • January 30, 2008 at 11:46 PM
    • #5,343

    stuff like dead wood and rocks are there but are not shown in those screens, also those screens especially the last one is taken from a very large open place and we all know the source engine...heh. I've done a lot of optimization though, but I guess there is always some more that could be done. Here are some screens showing of a bit more dense area

    [Blocked Image: http://aycu11.webshots.com/image/40490/2004353160856548038_rs.jpg]

    [Blocked Image: http://aycu11.webshots.com/image/41770/2005925763811579366_rs.jpg]

    [Blocked Image: http://aycu33.webshots.com/image/43672/2005970184048433486_rs.jpg]

  • JeanPaul
    • January 31, 2008 at 5:43 AM
    • #5,344

    Man I would hate making that map knowing Crysis is out.

    Good job though

  • Sentura
    • January 31, 2008 at 7:11 AM
    • #5,345
    Quote from JeanPaul

    Man I would hate making that map knowing Crysis is out.Good job though

    ironic this is coming from the guy working on black mesa source :roll:

  • skdr
    • January 31, 2008 at 9:49 AM
    • #5,346

    That jungle map might be even better with ground shadow overlays.

  • Zacker
    • January 31, 2008 at 12:47 PM
    • #5,347

    That map really needs grass! You will never be able to get a proper vegetation feeling with only large objects like trees and bushes.

  • -HP-
    • January 31, 2008 at 9:47 PM
    • #5,348

    Indeed, grass all the way! It's 2008 don't worry about a couple more polys!

  • JeanPaul
    • January 31, 2008 at 10:02 PM
    • #5,349
    Quote from Sentura

    ironic this is coming from the guy working on black mesa source :roll:

    What the fuck is with all the hate? Get out

  • Pampers
    • January 31, 2008 at 10:15 PM
    • #5,350

    We didn't add detailsprites to the grass material because of game play reasons. Afaik the detailsprites are client based and can be turned off via console commands and we didn't want the players to be able to "cheat" that way. If i wanted the map to just be a pretty map I would of course have added detailsprites

    We tested some self made grass models like this:

    [Blocked Image: http://aycu23.webshots.com/image/42422/2001378100910907113_rs.jpg]

    but it didn't look good at distance due to mipmapping etc.

    [Blocked Image: http://aycu17.webshots.com/image/41296/2005149578466727539_rs.jpg]

    both are old screens

  • D3ads
    • January 31, 2008 at 10:41 PM
    • #5,351

    Looks great Pampers, I recognise the textures for the plant models, I've used them myself for jungle props I made awhile ago, they're good sources

  • mabufo
    • January 31, 2008 at 11:03 PM
    • #5,352

    I wish I could make those episode 2 displacements like valve did. They look so pretty, and mine always come out looking retarded. It's depressing, I'll just have to practice I guess.

  • Something
    • February 1, 2008 at 1:32 AM
    • #5,353

    [Blocked Image: http://img84.imageshack.us/img84/7195/map01a0028xj8.th.jpg]

    Still plodding away at my little SP map.

  • dux
    • February 1, 2008 at 11:58 AM
    • #5,354

    Nice. It's destroyed, but there's no real debris to show that. Even if its been like that a long time I think there should be bits of debris poking through the ground or something.

  • Quakis
    • February 2, 2008 at 12:03 AM
    • #5,355

    Nothing special here, just showing I'm still practising with Source. As of current I'm working on getting decent lighting.

    Is it by chance possible to prevent lighting (particulary "sunlight") going through door props?

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/lv_0020002.jpg]

  • dux
    • February 2, 2008 at 12:27 AM
    • #5,356

    blocklight across the door should work.

  • PogoP
    • February 2, 2008 at 12:51 AM
    • #5,357
    Quote from dux

    blocklight across the door should work.

    It would, if the door was static. If the door opens, then it wouldn't work as it would still block the light.

  • -HP-
    • February 2, 2008 at 3:06 AM
    • #5,358
    Quote from PogoP

    It would, if the door was static. If the door opens, then it wouldn't work as it would still block the light.

    That's why I love next gen!

  • Nexus
    • February 2, 2008 at 5:32 PM
    • #5,359

    I just made a fortress rofl lol

    [Blocked Image: http://img216.imageshack.us/img216/411/zpsbase0000rp7.jpg]

  • SixThree
    • February 3, 2008 at 12:52 AM
    • #5,360

    Fit for a king!

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