that's looks cool indeed, but ouch dude, slow down on the sharpening ![]()
A WIP.. and a hello
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KungFuSquirrel: For the walls alone there's 14 512x512 textures. You're not going to get that from any console or PC title any time soon for the amount of realestate those textures are occupying. A more realistic number for videogames for this amount of realestate is 5, maybe 6, 512x resolution textures. So far, there's 26 textures - trust me, no game will push that for this small amount of space. I have to fight with that sort of thing day-in-and-day-out at work. I'm doing this piece to move away from those limits and have some fun.
Thanks for the comment on the textures. The bottom texture is most likely from the Marlin Studios texture pack; they're mixed in with the rest of my sourcing images.
KoKo5oVaR: Yah :\ I'll be running about a 15-20% sharpen on the final when its all done. What I've done to this is about 50%, and its overkill.
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starting to look really nice there. will be very interesting to see with some lights in the scene later.
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yeah nice work, keep it up.
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looking pretty hot, still would like to see it even temporarily lit.
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yeah for real that scene is looking pretty hawt
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I dare you to compile this for Source
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Hey Adam, hows it going, great work man.
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Nice work.
For some reason it looks smaller than it realy is,
looking at the door puts things in perspective though.
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I'm fairly sure that Episode 1 added localised vertex lighting (i.e. fairly accurate per-vertex lighting) as opposed to taking a light sample from the prop's origin and lighting vertices using that one lighting point.
There's very little information on the technical specifics unfortunately. The best explanation I found was from one of the DoD:S forum posts by a Valve guy. I've not seen anything similar to lightmaps for props. It'd be a nice thing to have for when the need arises

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Another thing would be shadows. There'd be no character/object shadows. They should really work that into the Source engine (as in, static props accepting shadows).
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lol wonderful work anyway Adam, even if this thread is starting to turn into a source engine discussion. if you can stand the transition, you should try working in hammer instead and making a full-blown map. you would obviously be able to make your own textures/props, and that would be a very good thing.
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SnipaMasta: Static props have the ability to do this now, dynamic props do not. So you'll get it on objects that aren't moving, but characters and other physic props are out.
Belgarion: I work with the Source engine professionally, I'd rather not do my stuff at home for the engine. I'm sure you can understand

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Yo Hello, Adam! Welcome to Mapcore and enjoy your long stay.
Tell us more about you please.
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Defrag: As I mentioned, they added lightmaps for static props to Epi1. This gives the illusion of self-shadowing. It's very sexy. There's a -command that you have to run when cooking with vrad. I don't know it off hand, sorry.
If you could dig it out, I'd appreciate it. Is there a way to apply it to only specific props or is it a map-wide change?
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It's enabled through vrad, so I'd imagine its map wide.
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