Ah ok, looks good but for the first time in this topic I aint impressed.
de_corse
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you can't say a word on these forums without being suspected

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lol klein

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heyyyy. uh. Is it possible you'd give out those plant models for scenery in something I was working on. Cause.. hl2 has none.
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or maybe make a model pack instead so everyone could enjoy them?
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lol
you can get the models when he releases the map? he did that with his other map. you can find it on http://www.lanmaniax.com

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[Blocked Image: http://img486.imageshack.us/img486/8458/corsepowerofmodelling4ld.th.jpg]
hammer screenshot with and without statics. as you can see the whole geometry this pavilion thing is modeldata. the lighting needs only few fixes. some shadows are too dark.
ingame:
[Blocked Image: http://img486.imageshack.us/img486/993/corse00519xv.th.jpg]
[Blocked Image: http://img486.imageshack.us/img486/2310/corse00489yg.th.jpg]
[Blocked Image: http://img486.imageshack.us/img486/1298/corse00471aj.th.jpg]
ingame there are still some things missing. some of those struts i modeled in maya still need to be exported. then the whole area needs more detail. a bell should be in this rooftop. in the interriour i will add some flowers and some ornaments and small statues.
stay tuned

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looks impressive
but I'm sure you could have done the pavilion thing in hammer as well. the lightmap doesn't work for models the same way as it works for brushwork, so the lighting looks a bit weird. also the physic model is never as accurate as brushwork (besides the fact that it must have been a pain in the ass to make the phys_model...)
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doing the pavilion in hammer would be brushing to the death. v_physics are exact. modelling them isn't a big deal.

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tell me, how did you place those grass and plant models / sprites? did you make it by hand or did you change the detail.vbsp or something like this?
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to create those cusotm grasses you have to create a vmt and vtf in materials\detail called detailsprites.vmt and detailsprites.vtf
you might get problems with the server consistency. i didn't test it. to not _cheat_ in other maps you shall incule those two files later in your final bsp file. so the engine will load your textures only if you're playing the level they were made for.
changing the detail.vbsp is simple.
here is mine:
Code
Display Moredetail { corse_grass { "density" "1000" Group1 { "alpha" "0.0" Model1 { "sprite" "0 0 256 128 512" "spritesize" "0.5 0.0 50 25" "spriterandomscale" "0.2" "amount" "0.7" "detailOrientation" "2" } Model2 { "sprite" "256 0 116 128 512" "spritesize" "0.5 0.0 12 12" "spriterandomscale" "0.5" "amount" "0.2" "detailOrientation" "2" } Model3 { "sprite" "0 128 126 198 512" "spritesize" "0.5 0.0 20 40" "spriterandomscale" "0.2" "amount" "0.2" "detailOrientation" "2" } } Group2 { "alpha" "1.0" } } }"sprite" "0 0 256 128 512"
defines were the upper left of the sprite and the size in pixels. the last value is the size of the whole texture.
"spritesize" "0.5 0.0 50 25"
last two values are height and width of the sprite in game units.
"amount" "0.7"
70% of the affected surface will get this sprite.
"detailOrientation" "2"
says that the sprite is fixed in the up axis.
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Quote from jayrabbit
looks impressivebut I'm sure you could have done the pavilion thing in hammer as well. the lightmap doesn't work for models the same way as it works for brushwork, so the lighting looks a bit weird. also the physic model is never as accurate as brushwork (besides the fact that it must have been a pain in the ass to make the phys_model...)
you can read my mind
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nice job hessi i love the model it looks very nice. keep up the awsome work.
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Model looks great.
Its to bad that hl2 is so outdated that you can not create that with brushwork.
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Tha Looks Pimp!

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welcome to the future

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Future would be cool if we can do everything in one piece in a 3dsoft such as 3dsmax, painkiller for example :x
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It's funny how source is considered old after just one year since its release, even before a single serious and big mod project has been released.
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