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BG2 map

  • tomdon
  • July 18, 2006 at 3:33 PM
  • Schmung
    • July 31, 2006 at 1:12 PM
    • #21

    Our beatiful lakeside cottages are available for as llitte as...

    Sublime, maybe a mite more wear and texture variation on those buildings.

  • misterbister
    • July 31, 2006 at 2:57 PM
    • #22

    In the first images the sky and the lighting doesn't match the lighting should be brighter. however the lighting in the later screen shots looks great.

  • PhilipK
    • July 31, 2006 at 4:27 PM
    • #23

    Nice!

    Also great to see some map without that damn hl2 grass texture that is in every other map.

  • tomdon
    • July 31, 2006 at 4:53 PM
    • #24

    I share your dislike for the hl2 grass. It was ok to begin with but you just get so tired of seeing it.

    This grass is straight from my garden .

  • FMPONE
    • July 31, 2006 at 7:48 PM
    • #25

    Looks great, love the waterfall. I've seen you making these BG2 maps for quite a while so I'm sure you've experimented with grass sprites, I think they might help the map especially on those long grassy portions.

  • tomdon
    • July 31, 2006 at 9:08 PM
    • #26

    I have made my own custom grass sprites already. But I have put it on hold when I realised hammer ignores custom detail materials. It will only use the material with the same name as the hl2 one. This means if I use a custom one it will change everybody elses bg2 map that uses the sprites .

  • FMPONE
    • August 1, 2006 at 12:49 AM
    • #27

    Hmm even for a mod? Valve should really fix that >: (

  • tomdon
    • August 1, 2006 at 1:04 AM
    • #28

    I am hoping valve will have fixed it in the big sdk update that is coming.

  • hydeph
    • August 1, 2006 at 11:03 PM
    • #29

    looks cool man, bg2 does need some non turd maps

  • hessi
    • August 1, 2006 at 11:47 PM
    • #30

    looks great! did you use my tree tutorials? textures remind me somehow! anyway: keep on it!

  • Bluestrike
    • August 2, 2006 at 12:49 AM
    • #31

    Custom sprites work since you can tell in the hammer worldspawn what material to use for the sprites. Sybex had it working for his map.

  • tomdon
    • August 2, 2006 at 1:21 AM
    • #32

    I have done that a hundred times using every combination of file names and file types. It ignores the material I tell it to use and uses the standard hl2 named one. I dont know if this is just an issue with the sdk as bg2 is based on hl2dm, it may work for other source mods.

  • nico
    • August 9, 2006 at 11:18 PM
    • #33

    Looks very nice! keep it up =)

  • Rick_D
    • August 12, 2006 at 10:06 AM
    • #34
    Quote from tomdon

    I have made my own custom grass sprites already. But I have put it on hold when I realised hammer ignores custom detail materials. It will only use the material with the same name as the hl2 one. This means if I use a custom one it will change everybody elses bg2 map that uses the sprites .

    If you do a little research you will find out that simply writing your detailsprites (vtf, vmt, and detail.vbsp) into your bsp (using a program such as bspzip) will allow you to use custom detail sprites, and distribute your map without fear of overwriting someone elses sprites.

    Shocking what reading can accomplish

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