1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
Everywhere
  • Everywhere
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Members
  3. DvS

Posts by DvS

  • [TF2] cp_unnamed (updated)

    • DvS
    • June 13, 2008 at 11:35 PM
    Quote from Psycho

    Looks nice. Are these made from scratch or reference images?

    Ref pics, yes and no. When I look at them now they don't really resemble what I have at all.

    [Blocked Image: http://img1.uploadhouse.com/fileuploads/2041/20415112a074c7a339fd46ca85fe54d9738f163.jpg]

    Trying to get the look right, it doesn't seem to want to fit in nicely.

    The last texture worked close up, but tiled really badly with the chipped corners.

    EDIT: Progress, I hope....

    [Blocked Image: http://img0.uploadhouse.com/fileuploads/2041/20417508262cc02c13b73f783d46cef3b6e21dc.jpg]

  • Zero Gear - an indie multiplayer kart racing game

    • DvS
    • June 13, 2008 at 10:04 PM

    Perfect candidate for SteamWorks?

  • [TF2] cp_unnamed (updated)

    • DvS
    • June 13, 2008 at 5:47 PM

    Thought I'd stop spamming the wip screenshot thread and start my own.

    This is what the map textures looked like:

    [Blocked Image: http://img2.uploadhouse.com/fileuploads/2030/20300031defd6a0acf5e370ce454bcf2e996b66.jpg]

    [Blocked Image: http://img4.uploadhouse.com/fileuploads/2030/203000284e5fb6651c17e1dd3ddade3e0cb1f05.jpg]

    And this is what I'm trying out at the moment. It is pretty cheap, a blend between the cutout filter and some other stuff + a new normal map, but I can't help but liking it for some reason.

    [Blocked Image: http://img9.uploadhouse.com/fileuploads/2039/2039809801ee4c15d8b0b32f64334057b0d613f.jpg]

    I cropped out the textures that I haven't changed yet, they will require more work so if I end up going back to the other texture style, I won't lose as much time. Feel free to add input.

    Still orangemapping the layout, nothing concrete yet.

    Also, taking suggestions for names, cp_dust = no

  • Zero Gear - an indie multiplayer kart racing game

    • DvS
    • June 13, 2008 at 2:17 AM

    Given the minimalistic art style, I don't think the "time" hud piece is very useful/helpful unless time is a critical component in the gameplay. Even if I don't really play kart games on a regular basis, I'd imagine a higher priority be placed on getting past other players than focusing on improving your "best lap time".

    But that's just me

  • PC Adventure Game Accused Of Ripping Assets

    • DvS
    • June 12, 2008 at 8:25 PM
    Quote from Laurence Francis

    Dear ShaDoW,We use inhouse engine which utilises 2d backgrounds and 3d characters for cutscenes. I'm responsible for all Voice Acting, Steve did all character models and mocap editing and Tim painted/rendered all 2d backgrounds (which were inspired by other games such us Oblivion and RTCW). We've put 10 years of hard work to make this thing happen! I'm glad You all like it.

    Best Regards,

    Laurence Francis

    Obvious unsuccessful troll is obviously unsuccessful.

  • WIP in WIP, post your level screenshots!

    • DvS
    • June 11, 2008 at 11:32 PM
    Quote from Term!nator525

    oh really?

    Have those rusty pipe models reskinned, they scream hl2 and tile really badly.

    Also, on the first shot you can see grating on the side wall things that is sort of half inside a wall, it looks really weird.

    Other than that, it looks good.

    Quote

    Albatros":ta7m6iy4]

    Working on it .

    Changed the lighting due to suggestions, towards a blueish style. What do you guys think?

    Last picture: close-up of AA-searchlight, gonna tune it down for the next compile but I like the effect already.

    Cheers

    I like the change from sepia. While it would have been pretty novel, it would probably wear off pretty fast for players.

    EDIT: Update.

    [Blocked Image: http://img2.uploadhouse.com/fileuploads/2030/20300031defd6a0acf5e370ce454bcf2e996b66.jpg]

    [Blocked Image: http://img4.uploadhouse.com/fileuploads/2030/203000284e5fb6651c17e1dd3ddade3e0cb1f05.jpg]

  • WIP in WIP, post your level screenshots!

    • DvS
    • June 11, 2008 at 8:39 PM

    The geometry is interesting, if not a bit overdone on the diagonal side, but from what I can see through the DoF effect and the angled camera, it looks a lot like a (good) HL1 level.

    Post some unaltered screenshots (no DoF, no angles) with a better JPG quality and larger resolution and it may start to look like source.

  • TF2 Purple Reflections?

    • DvS
    • June 11, 2008 at 6:30 PM

    Solved, apparently you have to load another map after building your cubemaps with mat_specular 0, then reload your map...

  • TF2 Purple Reflections?

    • DvS
    • June 11, 2008 at 6:16 PM

    I've found some posts stating that you can get around it by not using a TF2 sky, but that's not really good enough for me.

    Another post said to do mat_specular 0, build cubemaps and then reload the map, but then I get this error:

    Code
    *** Error unserializing VTF file... is the file empty?
    
    
    Error reading texture header "materials/maps/textest2/c-2080_256_32.vtf"
    
    
    *** Error unserializing VTF file... is the file empty?
    
    
    Error reading texture header "materials/maps/textest2/c-768_256_64.vtf"

    And the purple reflections come back after I re-enable mat_specular.

  • TF2 Purple Reflections?

    • DvS
    • June 11, 2008 at 5:44 PM

    This is the exact console output after building cubemaps:

    Code
    Current mod isn't in a subdirectory of "game"!
    
    
    bounce: 1/1 sample: 1/3
    
    
    bounce: 1/1 sample: 2/3
    
    
    bounce: 1/1 sample: 3/3
    
    
    *** Error: Skybox vtf files for sky_hydro_01 weren't compiled with the same size texture and/or same flags!
    
    
    Can't load skybox file sky_hydro_01 to build the default cubemap!
    Display More

    Compile:

    Code
    ** Executing...
    
    
    ** Command: "d:\steam\steamapps\-email-\sourcesdk\bin\orangebox\bin\vbsp.exe"
    
    
    ** Parameters: -game "d:\steam\steamapps\-email-\team fortress 2\tf" "D:\Steam\SteamApps\-email-\sourcesdk\sdkcontent\maps\textest2"
    
    
    
    
    Valve Software - vbsp.exe (Mar 11 2008)
    
    
    2 threads
    
    
    materialPath: d:\steam\steamapps\-email-\team fortress 2\tf\materials
    
    
    Loading D:\Steam\SteamApps\-email-\sourcesdk\sdkcontent\maps\textest2.vmf
    
    
    fixing up env_cubemap materials on brush sides...
    
    
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    
    
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    
    
    Processing areas...done (0)
    
    
    Building Faces...done (0)
    
    
    Chop Details...done (0)
    
    
    Find Visible Detail Sides...
    
    
    Merged 126 detail faces...done (0)
    
    
    Merging details...done (0)
    
    
    FixTjuncs...
    
    
    PruneNodes...
    
    
    WriteBSP...
    
    
    done (0)
    
    
    writing D:\Steam\SteamApps\-email-\sourcesdk\sdkcontent\maps\textest2.prt...Building visibility clusters...
    
    
    done (0)
    
    
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    
    
       skybox/sky_hydro_01*.vmt
    
    
     ! Run buildcubemaps in the engine to get the correct cube maps.
    
    
    Creating default HDR cubemaps for env_cubemap using skybox materials:
    
    
       skybox/sky_hydro_01*.vmt
    
    
     ! Run buildcubemaps in the engine to get the correct cube maps.
    
    
    Finding displacement neighbors...
    
    
    Finding lightmap sample positions...
    
    
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    
    
    Building Physics collision data...
    
    
    done (0) (119911 bytes)
    
    
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    
    
    Compacting texture/material tables...
    
    
    Reduced 1637 texinfos to 430
    
    
    Reduced 31 texdatas to 23 (975 bytes to 840)
    
    
    Writing D:\Steam\SteamApps\-email-\sourcesdk\sdkcontent\maps\textest2.bsp
    
    
    1 second elapsed
    
    
    
    
    ** Executing...
    
    
    ** Command: "d:\steam\steamapps\-email-\sourcesdk\bin\orangebox\bin\vvis.exe"
    
    
    ** Parameters: -game "d:\steam\steamapps\-email-\team fortress 2\tf" "D:\Steam\SteamApps\-email-\sourcesdk\sdkcontent\maps\textest2"
    
    
    
    
    Valve Software - vvis.exe (Mar 11 2008)
    
    
    2 threads
    
    
    reading d:\steam\steamapps\-email-\sourcesdk\sdkcontent\maps\textest2.bsp
    
    
    reading d:\steam\steamapps\-email-\sourcesdk\sdkcontent\maps\textest2.prt
    
    
      15 portalclusters
    
    
      21 numportals
    
    
    BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
    
    
    PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (0)
    
    
    Optimized: 0 visible clusters (0.00%)
    
    
    Total clusters visible: 193
    
    
    Average clusters visible: 12
    
    
    Building PAS...
    
    
    Average clusters audible: 13
    
    
    visdatasize:186  compressed from 240
    
    
    writing d:\steam\steamapps\-email-\sourcesdk\sdkcontent\maps\textest2.bsp
    
    
    0 seconds elapsed
    
    
    
    
    ** Executing...
    
    
    ** Command: "d:\steam\steamapps\-email-\sourcesdk\bin\orangebox\bin\vrad.exe"
    
    
    ** Parameters:  -game "d:\steam\steamapps\-email-\team fortress 2\tf" "D:\Steam\SteamApps\-email-\sourcesdk\sdkcontent\maps\textest2"
    
    
    
    
    Valve Software - vrad.exe SSE (Mar 11 2008)
    
    
    
    
          Valve Radiosity Simulator     
    
    
    2 threads
    
    
    [Reading texlights from 'lights.rad']
    
    
    [34 texlights parsed from 'lights.rad']
    
    
    
    
    Loading d:\steam\steamapps\-email-\sourcesdk\sdkcontent\maps\textest2.bsp
    
    
    Setting up ray-trace acceleration structure... Done (0.39 seconds)
    
    
    917 faces
    
    
    49825 square feet [7174860.50 square inches]
    
    
    3 Displacements
    
    
    993 Square Feet [143069.59 Square Inches]
    
    
    917 patches before subdivision
    
    
    28805 patches after subdivision
    
    
    2 direct lights
    
    
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (7)
    
    
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (5)
    
    
    transfers 4047592, max 607
    
    
    transfer lists:  30.9 megs
    
    
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    
    
    	Bounce #1 added RGB(428201, 275837, 206574)
    
    
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    
    
    	Bounce #2 added RGB(102689, 48439, 22906)
    
    
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    
    
    	Bounce #3 added RGB(20577, 7179, 2134)
    
    
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    
    
    	Bounce #4 added RGB(4802, 1225, 225)
    
    
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    
    
    	Bounce #5 added RGB(1107, 207, 23)
    
    
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    
    
    	Bounce #6 added RGB(269, 37, 3)
    
    
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    
    
    	Bounce #7 added RGB(66, 7, 0)
    
    
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    
    
    	Bounce #8 added RGB(17, 1, 0)
    
    
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    
    
    	Bounce #9 added RGB(4, 0, 0)
    
    
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    
    
    	Bounce #10 added RGB(1, 0, 0)
    
    
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    
    
    	Bounce #11 added RGB(0, 0, 0)
    
    
    Build Patch/Sample Hash Table(s).....Done<0.0145 sec>
    
    
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (3)
    
    
    FinalLightFace Done
    
    
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    
    
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
    
    
    Writing leaf ambient...done
    
    
    Ready to Finish
    
    
    
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    
    
    ------------       ---------------  ---------------  -------- 
    
    
    models                   3/1024          144/49152    ( 0.3%) 
    
    
    brushes                369/8192         4428/98304    ( 4.5%) 
    
    
    brushsides            2770/65536       22160/524288   ( 4.2%) 
    
    
    planes                 920/65536       18400/1310720  ( 1.4%) 
    
    
    vertexes              1320/65536       15840/786432   ( 2.0%) 
    
    
    nodes                   90/65536        2880/2097152  ( 0.1%) 
    
    
    texinfos               430/12288       30960/884736   ( 3.5%) 
    
    
    texdata                 23/2048          736/65536    ( 1.1%) 
    
    
    dispinfos                3/0             528/0        ( 0.0%) 
    
    
    disp_verts             243/0            4860/0        ( 0.0%) 
    
    
    disp_tris              384/0             768/0        ( 0.0%) 
    
    
    disp_lmsamples        3576/0            3576/0        ( 0.0%) 
    
    
    faces                  917/65536       51352/3670016  ( 1.4%) 
    
    
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    
    
    origfaces              726/65536       40656/3670016  ( 1.1%) 
    
    
    leaves                  94/65536        3008/2097152  ( 0.1%) 
    
    
    leaffaces              997/65536        1994/131072   ( 1.5%) 
    
    
    leafbrushes            433/65536         866/131072   ( 0.7%) 
    
    
    areas                    3/256            24/2048     ( 1.2%) 
    
    
    surfedges             6991/512000      27964/2048000  ( 1.4%) 
    
    
    edges                 4178/256000      16712/1024000  ( 1.6%) 
    
    
    LDR worldlights          2/8192          176/720896   ( 0.0%) 
    
    
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    
    
    leafwaterdata            0/32768           0/393216   ( 0.0%) 
    
    
    waterstrips             79/32768         790/327680   ( 0.2%) 
    
    
    waterverts               0/65536           0/786432   ( 0.0%) 
    
    
    waterindices          1461/65536        2922/131072   ( 2.2%) 
    
    
    cubemapsamples           3/1024           48/16384    ( 0.3%) 
    
    
    overlays                 0/512             0/180224   ( 0.0%) 
    
    
    LDR lightdata         [variable]     2417836/0        ( 0.0%) 
    
    
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    
    
    visdata               [variable]         186/16777216 ( 0.0%) 
    
    
    entdata               [variable]        5285/393216   ( 1.3%) 
    
    
    LDR ambient table       94/65536         376/262144   ( 0.1%) 
    
    
    HDR ambient table       94/65536         376/262144   ( 0.1%) 
    
    
    LDR leaf ambient       222/65536        6216/1835008  ( 0.3%) 
    
    
    HDR leaf ambient        94/65536        2632/1835008  ( 0.1%) 
    
    
    occluders                0/0               0/0        ( 0.0%) 
    
    
    occluder polygons        0/0               0/0        ( 0.0%) 
    
    
    occluder vert ind        0/0               0/0        ( 0.0%) 
    
    
    detail props          [variable]           1/12       ( 8.3%) 
    
    
    static props          [variable]           1/12       ( 8.3%) 
    
    
    pakfile               [variable]      428570/0        ( 0.0%) 
    
    
    physics               [variable]      119911/4194304  ( 2.9%) 
    
    
    physics terrain       [variable]         931/1048576  ( 0.1%) 
    
    
    
    
    Level flags = 0
    
    
    
    
    Total triangle count: 2331
    
    
    Writing d:\steam\steamapps\-email-\sourcesdk\sdkcontent\maps\textest2.bsp
    
    
    21 seconds elapsed
    
    
    
    
    ** Executing...
    
    
    ** Command: Copy File
    
    
    ** Parameters: "D:\Steam\SteamApps\-email-\sourcesdk\sdkcontent\maps\textest2.bsp" "d:\steam\steamapps\-email-\team fortress 2\tf\maps\textest2.bsp"
    
    
    
    
    
    
    ** Executing...
    
    
    ** Command: "d:\steam\steamapps\-email-\team fortress 2\hl2.exe"
    
    
    ** Parameters: -game "d:\steam\steamapps\-email-\team fortress 2\tf" -console 1 -developer 1 +sv_cheats 1 +map "textest2"
    Display More
  • TF2 Purple Reflections?

    • DvS
    • June 11, 2008 at 3:39 PM

    Nope, but I don't know if you can tell or not, but the cubemap closer to the player in that screen is fine, there's nothing wrong with the reflections there.

  • WIP in WIP, post your level screenshots!

    • DvS
    • June 11, 2008 at 4:35 AM

    I really like the textures, but please don't use displacements for those.

    While displacements are cheap to compile and render, they are absolute murder on file sizes. I made a smallish DM map using nothing but displacements and that was 40mb. Needless to say, it didn't receive much play.

  • TF2 Purple Reflections?

    • DvS
    • June 11, 2008 at 4:19 AM

    [Blocked Image: http://img9.uploadhouse.com/fileuploads/2023/2023399803f3b1eb94e42f63aa4f644e192c74f.jpg]

    I have two cubemaps in this screenshot and they're both the same, I've built them and I'm not using HDR (when I do, I get the same result, except more pronounced). Not using the skyname_hdr thing as that gave me more purple stuff. Tried googling this but kept getting people who had purple checkerboards for textures, not reflections. Oh, and using the tc_hydro sky, not that it matters since I've tried at least 3 others.

  • [DoD:S] dod_orange_chiron_tl34

    • DvS
    • June 11, 2008 at 1:23 AM

    Halo port in DoD source :wtf:

    Why?

  • WIP in WIP, post your level screenshots!

    • DvS
    • June 10, 2008 at 5:55 PM

    Deez: How much of that is custom material? I've never played gears of war so I wouldn't know. Looks very good even though as Sentura said, the textures sort of blur together.

    Another small update, sorry about the spam, but I thought I'd include a reference to set the scale.

    [Blocked Image: http://img6.uploadhouse.com/fileuploads/2020/2020186e38b1999b120509cd9678046aaf48c90.jpg]

    I've got a little clash of art styles though with the TF2 models and my textures, but I'm hoping it'll look ok once I start detailing with overlays and overlapping displacements (sand).

    EDIT: Most of the walls behind the "broken" brick walls will be removed when I finish my sand texture, I'm gonna have sand come pouring out with displacements.

    EDIT2: Didn't notice this at first [Blocked Image: http://img0.uploadhouse.com/fileuploads/2020/202032059d4558b2cc12c8779d6ee76cea75dd1.jpg]

  • WIP in WIP, post your level screenshots!

    • DvS
    • June 10, 2008 at 4:32 PM
    Quote from Nexus

    where did you get that sky? you created it?

    Nah, that's the sky from tc_hydro.

  • WIP in WIP, post your level screenshots!

    • DvS
    • June 10, 2008 at 4:24 PM
    Quote from MJ

    looks like a ns map

    Exactly what I was going to say, I think it's the diagonal bits that do this.

    Anyway, I made some revisions:

    Scaled up the brick texture (as in, enlarge canvas, fill in more bricks) to eliminate repetition.

    Changed the tiles from blue-dominated to black-dominated (although it looks blue too)

    Changed many surfaces from the blue trim to the bricks.

    [Blocked Image: http://img1.uploadhouse.com/fileuploads/2019/201983623f88e2ce14292a3f7703e56a05b1425.jpg]

    [Blocked Image: http://img5.uploadhouse.com/fileuploads/2019/20198353f112ca5e4340327432c9e44d9ede865.jpg]

    [Blocked Image: http://img6.uploadhouse.com/fileuploads/2019/2019834a0260ab0491b1a525e5ea1103849817b.jpg]

    Now I just need to come up with a layout

  • WIP in WIP, post your level screenshots!

    • DvS
    • June 10, 2008 at 1:39 PM
    Quote from Quakis

    Personaly, I absolutely love the look of those textures. The blue tones really work well with the sandrock-coloured brick. Nice work. Th brick however does have major repeatitiveness issues though.

    Thanks, and yeah, I originally was going to scrap the brick because there are only two distinct bricks in the pattern and it looks kind of weird, I might just replace it.

    Quote from Psycho

    I find the blue a little overpowering. Hurts my eyes a little.

    You mean all the blue or just the tiles? Needs to be toned down yeah? Originally the tiles were orange, does look a bit excessive.

  • WIP in WIP, post your level screenshots!

    • DvS
    • June 10, 2008 at 5:08 AM

    My first shot at making custom textures, planning to make something for TF2 when I get this down.

    [Blocked Image: http://img1.uploadhouse.com/fileuploads/2017/20171766fc07a4e39b79b1cfc37171c1b929d75.jpg]

    [Blocked Image: http://img7.uploadhouse.com/fileuploads/2017/2017177f140c3ca6ca731922175a84a7811a79d.jpg]

    [Blocked Image: http://img8.uploadhouse.com/fileuploads/2017/2017178b1c7f6664c9d22a26f2cbe873e8c1b70.jpg]

    BTW: Does anyone know why all your reflections turn purple when you try to compile HDR in TF2? Works for EP2

  • [TF2] ctf_aerospace (beta 4)

    • DvS
    • June 6, 2008 at 12:12 AM

    The ducts look a bit off when diagonal like that and the cracked concrete ground texture is just fugly, otherwise I really like it so far

Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. POLYSTRIKE - Finally Announced After Years of Development!

    Mocherad
    August 18, 2026 at 7:52 PM
  2. Building a Huge Library of Free Images for Everyone

    Eric Matyas
    August 17, 2026 at 1:23 PM
  3. Any of the old guard still around? D:

    Chunks
    August 7, 2026 at 11:08 PM
  4. CS:S | cs_manoir | Map creation process by D'artagnan

    Thrik
    August 3, 2026 at 10:42 AM
  5. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  6. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  7. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  8. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  9. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  10. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™