well the stairs ARE a displacement. well multiple displacements...
so they should be lightmapped. i will try increasing the lightmapscale
well the stairs ARE a displacement. well multiple displacements...
so they should be lightmapped. i will try increasing the lightmapscale
displacing to hell ![]()
[Blocked Image: http://img69.imageshack.us/img69/3175/corsedisplacementstairs3cd.th.jpg]
no model for the stairs. the lighting sucks anyway...
texturespace wasteage D: the treetrunk doesn't need any alphas. so why is it on the same texture? why did you leave so much space unused? remove the white parts of the colormap (slecet by color range) and replace them with a green.
i told you to include it in the bsp.
bsp > folder on HD > file in the gcf
that's the resources hierarchy.
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 ![]()
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
to create those cusotm grasses you have to create a vmt and vtf in materials\detail called detailsprites.vmt and detailsprites.vtf
you might get problems with the server consistency. i didn't test it. 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.
changing the detail.vbsp is simple.
here is mine:
detail
{
corse_grass
{
"density" "1000"
Group1
{
"alpha" "0.0"
Model1
{
"sprite" "0 0 256 128 512"
"spritesize" "0.5 0.0 50 25"
"spriterandomscale" "0.2"
"amount" "0.7"
"detailOrientation" "2"
}
Model2
{
"sprite" "256 0 116 128 512"
"spritesize" "0.5 0.0 12 12"
"spriterandomscale" "0.5"
"amount" "0.2"
"detailOrientation" "2"
}
Model3
{
"sprite" "0 128 126 198 512"
"spritesize" "0.5 0.0 20 40"
"spriterandomscale" "0.2"
"amount" "0.2"
"detailOrientation" "2"
}
}
Group2
{
"alpha" "1.0"
}
}
}
Display More
"sprite" "0 0 256 128 512"
defines were the upper left of the sprite and the size in pixels. the last value is the size of the whole texture.
"spritesize" "0.5 0.0 50 25"
last two values are height and width of the sprite in game units.
"amount" "0.7"
70% of the affected surface will get this sprite.
"detailOrientation" "2"
says that the sprite is fixed in the up axis.
doing the pavilion in hammer would be brushing to the death. v_physics are exact. modelling them isn't a big deal. ![]()
[Blocked Image: http://img486.imageshack.us/img486/8458/corsepowerofmodelling4ld.th.jpg]
hammer screenshot with and without statics. as you can see the whole geometry this pavilion thing is modeldata. the lighting needs only few fixes. some shadows are too dark.
ingame:
[Blocked Image: http://img486.imageshack.us/img486/993/corse00519xv.th.jpg]
[Blocked Image: http://img486.imageshack.us/img486/2310/corse00489yg.th.jpg]
[Blocked Image: http://img486.imageshack.us/img486/1298/corse00471aj.th.jpg]
ingame there are still some things missing. some of those struts i modeled in maya still need to be exported. then the whole area needs more detail. a bell should be in this rooftop. in the interriour i will add some flowers and some ornaments and small statues.
stay tuned ![]()
sounds like some good news ![]()
atm i am out of time and motivation. this compiler bug is pain in the ass and i got to different things for my university and me ![]()
most of the work that has to be done is modelling. this will still take 1-2 months of intensive work. then a playtest can be planed.
fine to hear, that you guys are still interested.
some other candies(textures and some modelling):
http://img44.imageshack.us/my.php?image ... 0003jg.jpg
http://img394.imageshack.us/my.php?image=ww2wall5al.jpg
http://img416.imageshack.us/my.php?imag ... 0124un.jpg
http://img416.imageshack.us/my.php?imag ... w019ly.jpg
http://img44.imageshack.us/my.php?image ... 0012qb.jpg
and finally me and my 24" TFT monitor!
http://img160.imageshack.us/my.php?image=pwnage14vk.jpg
http://img160.imageshack.us/my.php?image=pwnage25nt.jpg
![]()
[Blocked Image: http://img346.imageshack.us/img346/234/lightingproblems5xo.jpg]
i could really turn into a killing machine. you see the good and the bad lighting?
i compile my level and play it for the first time. building cubemaps works fine. if i reaload the level the ambientlighting seems to not be present on all dynamics. has anyone had this problem before? i don't know what to do.
computers in a bar?
anyway: looks good. did you create some custom models and textures? in this big room, there are some things i don't know from other maps.
keep on! ![]()
thanks for the comments.
evert, this shadow is a green dirt that covers the stones under a white brighter trim. you can see it on the same wall in the far. i just didn't create a model for that ![]()
when i talk about models:
here is a new one.
[Blocked Image: http://img13.imageshack.us/img13/6740/malve8rz.jpg]
much progress these days ![]()
i recently did some smaller changes to different things. today i made the replacement to this green fullbright tree. new shot here:
[Blocked Image: http://img349.imageshack.us/img349/8214/corse00421mp.th.jpg]
stay tuned. ![]()
hey FrieChamp,
you know Hanno? He is a character modelling artist at your company. If I had made an other decision 8 months ago, we (you and me) would work together
I think you won't remeber me, but i visited crytek as I was searching a company for an internship.
send Hanno some greetings from me ![]()
ew. i read it but forget to answer. ![]()
if you like we can talk in icq this evening. my uin is in the profile.
the progress of my map wasn't that big as i expected, so i improved some of the textures.
[Blocked Image: http://home.arcor.de/der_hessliche/_wall01c.jpg]
[Blocked Image: http://home.arcor.de/der_hessliche/_wall09a.jpg]
[Blocked Image: http://home.arcor.de/der_hessliche/_wall07a.jpg]
[Blocked Image: http://home.arcor.de/der_hessliche/_churchtower.jpg]
* The tower needs some shading, specially inside it. You can do that with the "render to texture" technique, just make sure the light source in your modelling program matches the sky (duur)
i tried to export vertexcolors to get this effect and save the texturespace but this god damned engine doesnt support ANY Vertexcolors or Vertexalphas (vertexalphas would be cool to make this well bubble).
Baking this lighting would mean a 8x bigger texture. The tower is just a detail so I wait until I waste that much performance with trivial stuff.
![]()
i am working on new stuff. perhabs new images can be seen this evening. ![]()