damn dude that stair rocks
WIP in WIP, post your level screenshots!
-
-
crazy design!

Keep us up to date with the progress
-
i've decided to finish this dod:s map i started a while ago, i've got an idea for an objective that's being made inside the complex which should be interesting. the only problem is that the lighting looks too flat outside the forest area, and i don't know what to do with it since it's supposed to be at night. does anyone have any suggestions of some settings to use? i think these are based on the colmar settings but i don't think there are enough things about to cast shadows.
[Blocked Image: http://img263.imageshack.us/img263/2978/001ej5.th.jpg][Blocked Image: http://img385.imageshack.us/img385/1357/002aw4.th.jpg]
[Blocked Image: http://img385.imageshack.us/img385/3226/003qb0.th.jpg][Blocked Image: http://img408.imageshack.us/img408/9702/004qm8.th.jpg]
-
I would add some high contrast light spots to fix it.
-
Agree with Buddy, place some strong lightsources around to brake it up.
Looks good btw

-
Seems I've hit an impasse of sorts.
MAX_MAP_BRUSHSIDES
In before "over 9000".

-
use models

-
You could try to nodraw the unseen brushfaces, I remember something like that from the old hl1 times.
-
some crazy shit right there. i want to see ingame screens!
-
Quote from Sentura
some crazy shit right there. i want to see ingame screens!
Quote from DvS[Blocked Image: http://img222.imagevenue.com/loc168/th_72536_inkan0027_122_168lo.jpg][Blocked Image: http://img137.imagevenue.com/loc1161/th_72539_inkan0026_122_1161lo.jpg][Blocked Image: http://img213.imagevenue.com/loc411/th_72573_inkan0025_122_411lo.jpg][Blocked Image: http://img195.imagevenue.com/loc61/th_72585_inkan0024_122_61lo.jpg]Just for kicks, nothing too serious. Planning to change the texture set and make a more realistic skybox.
-
Quote from Meotwister
use models

Don't got time to learn a new tool
Quote from Senturasome crazy shit right there. i want to see ingame screens!
My anisotropic filtering is stuck to bilinear so it looks like ass
Quote from bruno_hkYou could try to nodraw the unseen brushfaces, I remember something like that from the old hl1 times.
Do faces that get stripped out count towards the MAX_MAP_BRUSHFACES?
An overwhelming majority of the faces in the map sit flush against another face and thus get stripped out during compile, haven't bothered to paint it all with nodraw.
-
make the whole thing a bit smaller
-
-
it looks nothing special, but you can add some more steps here and there haha
-
is there any point in the brush limit? i mapped for CoD before HL2 and everything in that was brush-based. i remember making some prefabs for dods in codradiant before HL2 was even released and once i ported them to source and built the rest of the layout i was already over the limit. i haven't hit it again since i started using models but i don't see why it's there in the first place.
you could've increased the height of the steps by 150% (looks like they're 8 units so you could scale them to 12) which would keep most of the smoothness, but it's probably advanced too far to replace every single step by now.
-
Quote from the0rthopaedicsurgeon
is there any point in the brush limit? i mapped for CoD before HL2 and everything in that was brush-based. i remember making some prefabs for dods in codradiant before HL2 was even released and once i ported them to source and built the rest of the layout i was already over the limit. i haven't hit it again since i started using models but i don't see why it's there in the first place.you could've increased the height of the steps by 150% (looks like they're 8 units so you could scale them to 12) which would keep most of the smoothness, but it's probably advanced too far to replace every single step by now.
Actually, sweeping changes aren't that hard to implement, all the steps are segmented into groups and at most I'd have to retexture one of four arms of the pyramid.
The problem with that though is that then I'd have to get rid of a lot of detail that is in between.
I'll find a solution and then start my own thread, don't want to hog this one

-
You exceeded the source brush limit, which is 8192.
Interesting building btw.

-
Quote from DvS
[Blocked Image: http://img4.uploadhouse.com/fileuploads/1923/1923924079abdd2721c93f3f8c9317fe9439465.jpg]Seems I've hit an impasse of sorts.
MAX_MAP_BRUSHSIDES
In before "over 9000".

-
Quote from Seldoon182
I know how vis works, but that has nothing to do with brush limits or what affects those.
-
Sorry but I don't understand the aim of your work...
Quote from DvSI know how vis works, ...
I Hope you will release this only for Sp coz I can't imagine how you're going to optimize this big room for Mp...

[Blocked Image: http://pix.nofrag.com/6/b/e/82731a0c53b0412254505a4059358.jpg]
-
Participate now!
Don’t have an account yet? Register yourself now and be a part of our community!