If you need a server and playtesters gimme a shout on msn. I'll bang it up on ours and let the lads n lasses know.
CS Source: de_tropea
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Not really been able to do much on this in the past two weeks due to the errors thrown up in the last update. Can't build cubemaps, and HDR is not working. Flags flap in the wind, and the curved stuff has been modelled courtesy of Skybex. Flags will eventually face the same way. Shape of the building needs a lot of work, but I will sort this out once Valve give us a fix.
[Blocked Image: http://www.skybex.com/de_tropea52.jpg]
[Blocked Image: http://www.skybex.com/de_tropea53.jpg]
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ohh nice I like that. is the buildcubemaps problem a valve cause because I thought I was the only one. . .
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For a lot of people, hammer is completely messed up. Models stretched/not appearing where they should, lots of crashes, and maps not compiling. Opening of a map often results in the HL2exe error. Cubemaps can't run, and the console does not recognise the HDR commands. Very annoying. Link about it here.
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i know running Hammer from the command line with -dxlevel 80 will put it back into DirectX 8.0 and fix the visual issues.
from what i hear, cubemaps, hdr, and everything else will just stay borked until Valve releases a patch (which will probably by December). You just have to realize that Valve hates all of their customers. ALL of them.
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Like the new pics...
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My models used to stretch out like that and a while back (like 2weeks) it used to crash hammer opening a file, but I think mine is for the most part fixed I'm happy to say.
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Map is coming on nicely. I like the addition of the flags, it's little custom details like those that really lift a map into being a bit special

Not had that problem myself Hammer that you mention though, it seems to run just fine on my rig.
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Just set the SDK to use HL2. Copy all your custom stuff into the HL2 game directories. Remember to add an info_player_deathmatch (or whatever CSS spawn entity you want) and you can just copy the bsp to your other mod folders without getting any rendering errors.
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AWESOME map
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Thanks for the help and comments guys.
Did the dx level thing, and stuff can now be moved around in Hammer. Phew! Still can't build cubemeps or run HDR. Church and tower in background will eventually look like the reference pictures.
[Blocked Image: http://www.skybex.com/de_tropea54.jpg]
[Blocked Image: http://www.skybex.com/de_tropea55.jpg]
[Blocked Image: http://www.skybex.com/de_tropea56.jpg]
[Blocked Image: http://www.skybex.com/de_tropea57.jpg]
[Blocked Image: http://www.skybex.com/de_tropea58.jpg]
[Blocked Image: http://www.skybex.com/de_tropea59.jpg]
[Blocked Image: http://www.skybex.com/church-2.jpg]
[Blocked Image: http://www.skybex.com/20050718123650_7.%20italian%20church.jpg]
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Very nice map, you have done already a great job
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Looks really cool! I think it could look even better if you had more dramatic lighting in it. Like darker shadows and brighter lightmaps. Anyone agree?
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Like the new pics, but still waiting for that BETA.
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Now that Hammer is working properly, I have resumed work on this. Still feels a million miles from completion.
skdr - agree with that. I will really work on the lighting nearer the end. I would like to have darker, more noticeable shadows.
RA7 - I am working on that

Some pics of the other bombsites, and the entrances. Will change the white church texture, and the grey pillars sometime soon. Some of the areas are a bit empty as well.
[Blocked Image: http://www.skybex.com/de_tropea60.jpg]
[Blocked Image: http://www.skybex.com/de_tropea61.jpg]
[Blocked Image: http://www.skybex.com/de_tropea62.jpg]
[Blocked Image: http://www.skybex.com/de_tropea63.jpg]
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getting better and better =)
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Really (really, really) nice work OrnateBaboon, I have been following this for some time now. My only critisism would be to tone down the HDR exposure a bit, it is way too much as is. Subtle > in-your-face

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That's really cool man
keep it up. -
I think i already said it, but this is actually one of the 5-6 Maps that i`ve seen for the Source Engine that are comfortable to look at. Skill shines through in every pic. Nice, clean and harmonius in every part, from custom models to textures to lighting.
Reminds me of de_Corse on screen two.
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Very nice work as always

The arch in the last shot looks awkward to me because it neither goes all the way down nor is there some sort of horizontal divider thing like in the second last shot. Also why are the lights on in the middle of the day. Or is it supposed to be twilight like in the reference shots, if so the HDR interferes with this.
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