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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • penE
    • May 25, 2009 at 6:11 PM
    • #7,061
    Quote from Deathy

    Looks awesome penE, never seen those screens before. The only thing, that is looking weird in one of the screenshots, are the 2 suns (that seem to be painted into the 2d skybox).

    Good point Deathy.

    The problem is that source only supports 1 env_sun per map, so I have to find another way to make the two suns of Tatooine look nice.

  • Minos
    • May 25, 2009 at 6:18 PM
    • #7,062
    Quote from penE

    Good point Deathy.

    The problem is that source only supports 1 env_sun per map, so I have to find another way to make the two suns of Tatooine look nice.

    I noticed Left 4 dead maps make use of a light_directional entity, that works exactly as a second light_environment. I'm quite sure L4D uses the OB engine so I'd assume that entity should be available for any OB games as well.

  • penE
    • May 25, 2009 at 6:27 PM
    • #7,063
    Quote from Minotauro

    Good point Deathy.

    The problem is that source only supports 1 env_sun per map, so I have to find another way to make the two suns of Tatooine look nice.

    I noticed Left 4 dead maps make use of a light_directional entity, that works exactly as a second light_environment. I'm quite sure L4D uses the OB engine so I'd assume that entity should be available for any OB games as well.

    nope, the light_directional entity is only available in L4D maps

  • Kosire
    • May 25, 2009 at 11:27 PM
    • #7,064
    Quote from penE

    Good point Deathy.

    The problem is that source only supports 1 env_sun per map, so I have to find another way to make the two suns of Tatooine look nice.

    Make one env_sun and make that your primary sun. Now make a sprite texture with alpha on as a sun and put it in your 3d skybox on a brush. You can add selfillum on it and i MIGHT give somehow the same effect, just not exactly the same unfortunately.

    Tip: Left 4 Dead had Moon sprites in their 3d skyboxes, since they couldn't use env_sun cause that would be way too shiney

  • popcornjake
    • May 26, 2009 at 8:31 AM
    • #7,065

    You could always just make your own sprite that has two suns on it and just tell the env_sun to use that.

  • Skjalg
    • May 26, 2009 at 5:32 PM
    • #7,066

    Why does both suns need to be visible at the same time?

    I mean, why cant there be one night-time sun and one day-time sun, and around noon only one is visible?

  • DvS
    • May 26, 2009 at 6:06 PM
    • #7,067
    Quote from Skjalg

    Why does both suns need to be visible at the same time?I mean, why cant there be one night-time sun and one day-time sun, and around noon only one is visible?

    I see you have not dealt with star wars nerds before... you are forgiven.

  • JeanPaul
    • May 27, 2009 at 12:52 AM
    • #7,068

    That looks amazing, nice job.

    Question though, how the hell did you get that 'super bright' foggy look in the outdoor areas? And from what I can see, its no in indoor areas? (second to last shot)

    I need to know, NOW

  • OhSnap
    • May 27, 2009 at 1:36 AM
    • #7,069
    Quote from Skjalg

    Why does both suns need to be visible at the same time?I mean, why cant there be one night-time sun and one day-time sun, and around noon only one is visible?

    Pretty sure the only way that's possible is for the planet to be between the two stars of a binary star system (which would mean the planet would be ripped to shreds from the dual gravity fields)

    Has nothing to do with star wars, thats just how binary star systems work....

  • penE
    • May 27, 2009 at 8:52 AM
    • #7,070
    Quote from JeanPaul

    That looks amazing, nice job.Question though, how the hell did you get that 'super bright' foggy look in the outdoor areas? And from what I can see, its no in indoor areas? (second to last shot)

    I need to know, NOW

    thx ,

    I've created that effect via fog_controller + color correction.

    For the indoor areas I've triggered another fog_controller (onstartTouch !activator SetFogController with the fog_controller name as the parameter).

  • Corwin
    • May 27, 2009 at 3:33 PM
    • #7,071

    Here's a second 3D Studio Max model for my Crysis level. I can't create textures to save my life, so finishing it is going to be hell.

    [Blocked Image: http://img38.imageshack.us/img38/7415/001gtu.jpg]

    BTW, I have troubles transfering meshes into Sandbox2 without screwing my UVW Maps. I haven't learnt about UVW Unwrap yet, and don't think I need it since it's just about applying a brick texture onto a surface. But when in Sandbox, the materials are messed up and I have to set new tiling parameters for every sub-material, that make me loose most of the alignments and positions. Anybody know anything about the right way to setup a texture in 3DS so it doesn't change through the export?

  • -HP-
    • May 27, 2009 at 3:36 PM
    • #7,072

    Don't postpone on UVW unwrapping, learn it now if you want to be a decent 3D artist mate! :wink:

  • Corwin
    • May 27, 2009 at 4:58 PM
    • #7,073
    Quote

    ":3v4x6g61]Don't postpone on UVW unwrapping, learn it now if you want to be a decent 3D artist mate! :wink:

    Heh, that's the thing, I don't! I just need these models done because of the gameplay I can script around them, but the texturing will be basic because of my poor skills in that area and that's ok, I don't have time right now to become an artist and a designer at once; so I'll just learn the artistic tricks I need along the way. That said, if it's the only way I can get the textures to fit the surfaces like I want them to, I'll look into it sooner than I thought.

  • Buddy
    • May 27, 2009 at 5:43 PM
    • #7,074

    Yeah learn uv mapping if you want to be as decent artist as Helder Pinto is.

    you'd be better off skipping this if you think about it.

  • e-freak
    • May 27, 2009 at 8:39 PM
    • #7,075

    you don't need no big uv-mapping skills for this kind of building if you're afraid of it. just get some nice 512² tiling surfaces for what you need, crop them to one image (one 2048² splitted in 4 for example) and just position the uv-coordinates of your faces in the fitting part. That's not too much, you don't have to worry about anything and it will give you a decent enough result, working in max and cryengine.

  • Marcos
    • May 27, 2009 at 11:01 PM
    • #7,076

    Wow stunning stuff here guys! Nice to see some new folks too

  • tofu
    • May 28, 2009 at 7:53 AM
    • #7,077

    Can anyone recommend UV newb mapping resources? Been delaying learning max for far too long, done a bit of the old back and forth whilst forgetting what you've learned the first time, has to stop :ssj:

  • JeanPaul
    • May 28, 2009 at 7:03 PM
    • #7,078

    If I were you tofo, I would work on finishing a final version of great heights in hope that it gets picked for Valve's next update

  • Campaignjunkie
    • May 30, 2009 at 10:06 PM
    • #7,079

    External Content www.youtube.com
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    (There's some really weird shaking going on that I don't understand, but I'm too lazy to troubleshoot it. I guess he's just feels really really cold and he's shivering.)

    Getting all my publicity stuff together, then going to start semi-episodic release (each week for 3 weeks?) starting about midway through June, once E3 is over and the blogs will actually care enough to post about some crappy HL2 mod some guy made.

  • acapulco
    • June 1, 2009 at 10:18 PM
    • #7,080

    That is some kind of really cool. Made me cool down, hence the fact that I really don't understand the sense in it, but its cool!

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