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de_corse

  • hessi
  • August 21, 2005 at 10:42 PM
  • Zacker
    • October 23, 2005 at 8:29 PM
    • #121

    Maybe not old, but rather outdated. I have considered it as outdated since I realized how very little next-gen it actually turned out to be.

  • von*ferret
    • October 23, 2005 at 8:41 PM
    • #122

    I was totaly telling people that Lighting in source is amazing in my opinion, but thats all it got.

  • PhilipK
    • October 23, 2005 at 9:47 PM
    • #123

    well better to see good stuff in present gen than bad stuff in next gen

  • hessi
    • October 26, 2005 at 10:31 PM
    • #124

    hey guys. it's curious: i am bored but i got no motivation to do anything that would push the progress of my map. i hope spending time on other things will help. [Blocked Image: https://migrationtest.mapcore.org/public/style_e…t_shakehead.gif]

    today i made this texture and model:

    [Blocked Image: http://img477.imageshack.us/img477/9277/trimwall9wu.th.jpg]

    here is one of my photos that inspired me. watch the trimming walls on the left and right.

    [Blocked Image: http://img439.imageshack.us/img439/3672/trimwallinspiration5cx.th.jpg]

    hessi

  • mike-0
    • October 26, 2005 at 10:54 PM
    • #125

    nice

  • jayrabbit
    • October 26, 2005 at 11:46 PM
    • #126
    Quote from hessi

    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.

    maybe it's a stupid question, but how can you include them in the bsp file? i don't get it.

    also i don't really understand how the detail.vbsp works. i thought there's only one detail.vbsp file for the entire game. so if you give your map to someone else you need to give him your modified detail.vbsp as well or else he would have a map without grass. right?

    but what if this person gets another custom map from someone else + another modified detail.vbsp (which overwrites yours) - your map would be without grass...

    i never worked with detail.vbsp before, so maybe i misunderstood the issue.

    /by the way the wall looks great, but again ingame it's going to suffer from source's bad lighting system.

  • ReNo
    • October 27, 2005 at 2:10 AM
    • #127
    Quote from jayrabbit

    /by the way the wall looks great, but again ingame it's going to suffer from source's bad lighting system.

    I agree - things like walls should really be built with world geometry or your missing out on lightmaps. I get that you want to keep the detail along the top of the wall, but I'm not sure the increased detail will be worth the worse lighting. How much subdivision do you have in the wall? If there are lots of vertices on the front face of the wall then vertex lighting could suffice I guess.

  • FrieChamp
    • October 27, 2005 at 8:27 AM
    • #128
    Quote from hessi

    hey guys. it's curious: i am bored but i got no motivation to do anything that would push the progress of my map. i hope spending time on other things will help. [Blocked Image: https://migrationtest.mapcore.org/public/style_e…t_shakehead.gif]today i made this texture and model:

    [Blocked Image: http://img477.imageshack.us/img477/9277/trimwall9wu.th.jpg]

    here is one of my photos that inspired me. watch the trimming walls on the left and right.

    [Blocked Image: http://img439.imageshack.us/img439/3672/trimwallinspiration5cx.th.jpg]

    hessi

    I am no artist, but that wall looks fuckin sweet!

  • hessi
    • October 27, 2005 at 8:32 AM
    • #129

    the detail.vbsp is only an information for the bsp compiler. If you compile a map with detailsprites, you will see the process "lpacing detail props" (i think its called like that) and the positions of the sprites are now predefined in the bsp. if you want to you could delete detail.vbsp now. it weould not have any effect.

    e: thx friechamp

  • jayrabbit
    • October 27, 2005 at 9:04 AM
    • #130

    I see, thanks!

    But what's with the detailsprites.vmt, how can you replace the original one without getting problems in other maps?

  • hessi
    • October 27, 2005 at 9:18 AM
    • #131

    i told you to include it in the bsp.

    bsp > folder on HD > file in the gcf

    that's the resources hierarchy.

  • Dr.DK
    • October 27, 2005 at 6:00 PM
    • #132

    Especially the screens on the first page look promising. It's kinda cramped though, no?

  • hessi
    • November 3, 2005 at 7:47 PM
    • #133

    displacing to hell

    [Blocked Image: http://img69.imageshack.us/img69/3175/corsedisplacementstairs3cd.th.jpg]

    no model for the stairs. the lighting sucks anyway...

  • WD
    • November 3, 2005 at 8:46 PM
    • #134
    Quote from hessi

    no model for the stairs. the lighting sucks anyway...

    Any luck by increasing the lightmap size ? I think it will help.

  • von*ferret
    • November 3, 2005 at 9:04 PM
    • #135

    increasing lightmaps for models wont work since its vertex lit. Lighting is swag, I love the overall look. One of the best custom maps for source so far!

  • hessi
    • November 3, 2005 at 10:09 PM
    • #136

    well the stairs ARE a displacement. well multiple displacements...

    so they should be lightmapped. i will try increasing the lightmapscale

  • Minos
    • November 4, 2005 at 2:43 AM
    • #137

    God, that looks hot. I'm afraid the map package will be huge tho, how many mbs of custom content you have already hessi ?

  • ReNo
    • November 4, 2005 at 3:18 AM
    • #138

    Sexy indeed, but like mino I'm worrying about the file size also. Displacement surfaces bump up file size a lot - there was a space platform map that was made out of loads of displacements, and it was 35mb or something crazy like that without even using screeds of custom stuff like you are doing. I think using displacements for detail like those stairs is overkill, but by god it makes it look good

  • Fruchtzwerg
    • November 4, 2005 at 7:41 AM
    • #139

    File size is not important in these days...

  • Schmung
    • November 4, 2005 at 8:06 AM
    • #140

    Make it fer DoD!

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