Quote from will2kYour custom skybox has visible seams; make sure you have "clamp S" and "clamp T" enabled in the sky VTFs.
WIP in WIP, post your level screenshots!
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Quote from Feral_
I downloaded this skybox and it seems the author did not enable "clamp S" and "clamp T" which is why you are having the edge seams between the different parts of the skybox (rt, lf, dn, up, bk, fr)
You can still fix it quite easily: just open the vtf files in VTFedit and tick the boxes next to clamp S and clamp T, then save (do it for the 6 vtf files you have).
Test in-game and the edge seams will be gone so your skybox does not look like a giant edged cube
Hope this helps
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Workshop link: http://steamcommunity.com/sharedfiles/fi…s/?id=521242329
Requesting feed back. I'm still working on where to position cover and hoping for feedback on how to make the gameplay better.
A bombsite
B bombsite
Middle
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Some more WIP shitlets
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Quote from TheGuma
Some more WIP shitlets
Nice.
Is this part of a playable level or just some "artistic doodling"?

The corner trim needs an info_lighting; the origin is buried in the underneath brush, hence the black tint. The slanted wall has open seams (unaligned displacements?).
You probably noticed them and it's all WIP, so all is good

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Quote from will2k
Nice.
Is this part of a playable level or just some "artistic doodling"?

The corner trim needs an info_lighting; the origin is buried in the underneath brush, hence the black tint. The slanted wall has open seams (unaligned displacements?).
You probably noticed them and it's all WIP, so all is good

Yeah, it's just me messing around with an idea seeing what I could accomplish.
The original theme in mind was supposed to be Dinant, so maybe I could turn this into an actual playable level!
[Blocked Image: http://nextgenerationphoto.be/wp-content/uploads/2014/02/2010-08-12-Dinant-2010-08-12.jpg]Other notes:
I didn't know about the Info_lighting part, thanks!
Also, some displacements are misaligned because whenever I reload Hammer they keep messing up (gaps appear ETC). I'm still looking for a way around it but the brushes seem to be clean so I'm not sure what causes it.
But yeah, if anybody is interested in helping me turn this into an actual map, hit me up. CS:GO already has default assets provided to make a map as such, so this wouldn't be a problem.
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Hammer auto-corrects invalid brushwork when you load a BSP. Even if you've turned them in to displacements, the underlying brushwork still needs to be convex.
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Quote from TheGumaDisplay More
Yeah, it's just me messing around with an idea seeing what I could accomplish.
The original theme in mind was supposed to be Dinant, so maybe I could turn this into an actual playable level!
[Blocked Image: http://nextgenerationphoto.be/wp-content/uploads/2014/02/2010-08-12-Dinant-2010-08-12.jpg]Other notes:
I didn't know about the Info_lighting part, thanks!
Also, some displacements are misaligned because whenever I reload Hammer they keep messing up (gaps appear ETC). I'm still looking for a way around it but the brushes seem to be clean so I'm not sure what causes it.
But yeah, if anybody is interested in helping me turn this into an actual map, hit me up. CS:GO already has default assets provided to make a map as such, so this wouldn't be a problem.
No worries

Some props still require an info_lighting even though compiling with -staticproplighting -staticproppolys in vrad solves 90% of these black tint shadows on props. This trim is one of them where the origin gets deeply buried inside the brush/displacement underneath; placing an info_lighting just outside the trim will give it a natural lighting.
For the displacements, it's a bit tricky as Hammer has these rounding errors since 1996 :D; what you see in the vmf might not be what is actually stored in the bsp, vertices-wise.
Your best bet is to have all the brushwork perfectly aligned on-grid BEFORE turning them to displacements; making one displacement and then copying/cloning it to complete the wall will generally give these gaps and even sewing the displacements won't fix them (Hammer will always think that one of the edges is not shared).
If you did this and you're still getting these open seams, then you can use a trick I used in one of my maps
to "camouflage" these seams: just add a thin displacement or prop on top of the seam (same sloped angle) to serve as a sort of support pillar, a decorative visual and a perfect camouflage for the seam :D; 3 in 1, can't beat that.Good luck and hope to see this reference photo in action in-game

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Some progress on B site, and progress at all after weeks of emptiness. D:
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Working on two deathmatch levels, as we speak, as can be seen, it's all very wip =)
@ My fake job: As always, trying to make a fun and good vertical level, never really succeeded I feel - maybe this time!
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@My real job: Can't get more non vertical than this though. Inspired by DM2...
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Tired. To be continued =D
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I hope I will finish this level

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Actually working on this again
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Quote from VIOLATIONDisplay More
Actually working on this again
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Looking awesome, is it part of a map or just some scenes? love to see more!
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I have no idea where I should post this so I'll settle for this thread.
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You need a recent browser and a somewhat decent GPU to view this.
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Spaaaaaaaceeeeee
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tf2 in space?!?
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Quote from RaVaGe
dude... thats cool...... :o
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Quote from RaVaGeQuote from RaVaGe
This is great! Getting some Alien:Isolation / retro future vibes.
Made some changes since last time I posted this, like wrecking the bridge, more detailing and lighting
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