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[WIP] de_biome

  • jd40
  • June 21, 2017 at 10:54 PM
  • Rad
    • November 26, 2017 at 8:57 AM
    • #21
    Quote from fewseb

    6 hours ago, fewseb said: Woah, is that SWAT van a custom skin or card?, either way I would love to know how you made it or if its available for public use.

    It was reskinned.

    Tutorial.

  • jd40
    • November 26, 2017 at 9:38 AM
    • #22
    Quote from braindeer

    5 hours ago, braindeer said: Absolutely incredible, really feeling the lair-like vibe.

    Thanks!

    Quote from RAD

    34 minutes ago, RAD said: It was reskinned.

    Tutorial.

    Yep, my method goes like this:

    Wallworm import model -> change vmt location to my own -> compile

    Quote from fewseb

    7 hours ago, fewseb said: Woah, is that SWAT van a custom skin or card?, either way I would love to know how you made it or if its available for public use.

    I guess I can upload it after I release the map. Also planning to make desert gign playermodels.

  • Rad
    • November 26, 2017 at 10:13 AM
    • #23
    Quote from jd40

    35 minutes ago, jd40 said: Also planning to make desert gign playermodels.

    2

    Wait you can reskin player model without breaking it?

  • jd40
    • November 26, 2017 at 10:27 AM
    • #24
    Quote from RAD

    5 minutes ago, RAD said: Wait you can reskin player model without breaking it?

    I got the idea from this tutorial but don't know if it still works or if you can pack them into bsp. https://www.youtube.com/watch?v=WisP78FPs4M

  • Quotingmc
    • November 26, 2017 at 2:37 PM
    • #25

    Absolutely stunning. Amazing work.

  • DRZ
    • November 26, 2017 at 3:12 PM
    • #26

    Woah this is really starting to pop. I love the lighting in the biome! Keep it up!

  • fewseb
    • November 26, 2017 at 6:10 PM
    • #27
    Quote from jd40

    8 hours ago, jd40 said: Thanks!

    Yep, my method goes like this:

    Wallworm import model -> change vmt location to my own -> compile

    I guess I can upload it after I release the map. Also planning to make desert gign playermodels.

    Custom player models would be great, Ive always heard people talk about doing them, but simple re-skins could be a good breakthrough, instead of entirely new factions.

  • mackatozis
    • November 27, 2017 at 9:45 AM
    • #28

    I like how you mixed different themes into one map. Good luck!

  • gav
    • November 27, 2017 at 10:33 AM
    • #29

    Fucking going off JD . I am so much in awe of the standard of workmanship.

  • jd40
    • November 27, 2017 at 11:33 AM
    • #30

    Thanks for the kind words guys! Hope not to disappoint anyone, those are just cherrypicked screenshots.

  • Serialmapper
    • November 27, 2017 at 1:28 PM
    • #31

    I like the cliffs. Are they displacements or models?

  • jd40
    • November 27, 2017 at 6:27 PM
    • #32
    Quote from Serialmapper

    4 hours ago, Serialmapper said: I like the cliffs. Are they displacements or models?

    Most of it is displacements mixed with a few props.

    [Blocked Image: https://i.imgur.com/n29JcYH.png]

  • blackdog
    • November 27, 2017 at 6:35 PM
    • #33

    Absolutely stunning, I couldn’t visualise it like this from the first screens, I’m so glad I was so wrong.

    Like someone said, the evil-lair vibe runs strong in these screens :D makes me think of a set for 007 more than anything.

    Best of luck for the contest!

  • Serialmapper
    • November 27, 2017 at 6:47 PM
    • #34

    So, after you win this contest, will they be available to be used in other maps by others? The cliff textures are made in substance designer?

  • jd40
    • November 27, 2017 at 7:10 PM
    • #35
    Quote from Serialmapper

    16 minutes ago, Serialmapper said: So, after you win this contest, will they be available to be used in other maps by others? The cliff textures are made in substance designer?

    Cliff textures are actually stock valve. I photoshopped some moss on it, changed the color and made a few custom blends. I can release this stuff once I'm done of course.

  • Serialmapper
    • November 27, 2017 at 7:38 PM
    • #36

    Thank you and good luck!

  • sibulo
    • November 28, 2017 at 10:29 AM
    • #37

    One of my favourites. Congratz on your work!

  • Andre Valera
    • November 29, 2017 at 6:30 AM
    • #38

    This looks really promising : )

  • jd40
    • November 30, 2017 at 10:58 PM
    • #39

    Here's the workshop link to my map to qualify me for the contest. It's been public all along anyway.

    Workshop download

    I'll be doing the re-release sometime in the coming week.

  • jd40
    • December 8, 2017 at 3:17 PM
    • #40

    It's finally time for the release!

    [Blocked Image: https://i.imgur.com/vpUkzEI.png]

    Workshop download

    Since the contest deadline I've mostly been working on improving clipping, small lighting bugs etc. One notable thing I did is, I merged the modular dome models. The dome used to be made of about 2500 models, now it's only about 50. This improved the performance by about 15-20% throughout the map (on my system).

    I'm hoping to get some feedback on performance improvements. If this was successful on other systems too I'll try the foliage and other models as well.

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