Quote from SKULLHOZERUV mapping those curved corners is a pain is the ass :-|http://i113.photobucket.com/albums/n239 ... r/Pool.jpg
pelt mapping ![]()
Quote from SKULLHOZERUV mapping those curved corners is a pain is the ass :-|http://i113.photobucket.com/albums/n239 ... r/Pool.jpg
pelt mapping ![]()
We have one of them ourselves in our hangar. It's been there for 3 years, and it's pretty much the same... we work in metal every day with big constructions and welding etc etc. It wasn't new when we mounted it, but like I said, it hasn't changed a lot the past 3 years.
What kind of work do you do ?
It's in the top of the hanger, how many things get up there ? maybe rats engraving their names in it ? I dunno? I have no idea what would make it look grim other than dust.
Here a prop i made today for my map:
[Blocked Image: http://users.pandora.be/simon.wt/rolbrug.jpg]
Ingame:
[Blocked Image: http://users.pandora.be/simon.wt/rolbrug01.jpg]
[Blocked Image: http://users.pandora.be/simon.wt/rolbrug02.jpg]
Thanks!
The cranes are being made yea, I didn't forget them ![]()
Hello dear MapCore community! Need assistance ![]()
Got two issues I've had for quite some time.
1. When I look at the water sometimes the water freezes the image/reflection and just moves inside the water part? Kinda hard to explain, hope the image will show enough of what I mean. No idea why it does that...
2. why is the grass floating on this HL2 texture ? can it be fixed ?
Thanks !!
[Blocked Image: http://users.pandora.be/simon.wt/trouble.jpg]
Here it's in place:
[Blocked Image: http://users.pandora.be/simon.wt/ol_undersiege0042.jpg]
[Blocked Image: http://users.pandora.be/simon.wt/ol_undersiege0044.jpg]
This is just the full shot view, used to build it. In the map itself it will be tilted with some containers gone + some spilled off the side on the dock.
Made this boat for the past 2 days. Just finished it.
The hull + propeller are modeled, the rest is bsp.
So you can walk on the ship, on the stairs up to the main deck and on the containers for some sniping action ![]()
This will go in a shipping dock for another Off Limits map.
Texture on the hull is 2048*2048 though, given the size.
[Blocked Image: http://users.pandora.be/simon.wt/ol_undersiege0035.jpg]
[Blocked Image: http://users.pandora.be/simon.wt/ol_undersiege0036.jpg]
[Blocked Image: http://users.pandora.be/simon.wt/ol_undersiege0037.jpg]
[Blocked Image: http://users.pandora.be/simon.wt/ol_undersiege0038.jpg]
[Blocked Image: http://users.pandora.be/simon.wt/ol_undersiege0039.jpg]
[Blocked Image: http://users.pandora.be/simon.wt/ol_undersiege0040.jpg]
[Blocked Image: http://users.pandora.be/simon.wt/ol_undersiege0041.jpg]
Hope you like it
Quote from Acumenjust to make sure
if thats a washing machine on the screenshot, isnt it a bit huuuuuge ? i mean compared to the car it looks quite massive and, well, huuuuuuuge
rest is very nice, though, but that washing machine (if its one) really irritates me
Insurgency has a lot of proportion issues, I've noticed and commented on it multiple times. And I really hope they will set things straight. Also, the maps bloom settings are imHo way too strong. But other than that, really nice content from the whole team and the maps look very very nice.
thanks killertomato!
Sorry for the late reply ginger_lord, i totally forgot about this ![]()
this is what i have in my light_environment:
66 121 151 150
hope it helps!
Oh, the Lee van Cleef is nice! but, the double barreled shotgun in 3rd person is way too big ![]()
And yea, don't talk to me about shadows, try making a city scape cut in half where half of the building is in the main map and the other half is 3Dskybox. The specular maps are different + the shadows are different. I mailed Valve about that and did countless tests. In the end I had to make every texture that is cut in the 3Dskybox twice, the 3Dskybox one a bit darker than the main one. And this doesn't help the final overall texture MB's used. But it worked out fine, you can still see the seam in some points if you watch it closely (which no one ever will during combat). But Valve really makes it very hard on some issues for us simple mod-folk ![]()
wohaa!
nice work! I can't wait to try this map and these maps :x
Too bad the physical objects leave shadows through underlaying surfaces ![]()
I have the same issues on some areas ... Damn Valve!
So, when can we expect this mod ?
The blue-isch mood you mean ? Thats an environment_light yea, if thats what you mean ? I updated the 1st post iamges yesterday (since they are linked to my website, which I updated yesterday). So you can look there for more shots.
Ok, After all the comments, I took a few into consideration and fixed them.
Added some more color variation, did a few fixes after playtesting the map as well and i quickly learned how to make HDR skymaps and made a night skymap out of a HL2 skymap. So This is now the real final version. I can now even play the map at 1920*1200 after my performance tweaks, and still get 35/40 fps. So I'm very pleased with how it runs. Thanks for all the comments and crits that helped make my map better! :x
I'm going to update my previous map the same way so I can also run it smoothly at 1920*1200, this way the Off Limits maps should handle about the same way as the CSS maps, which I also can play at 1920*1200.
Here are some final shots (taken at 1920*1200 and scaled down a bit)
[Blocked Image: http://users.pandora.be/simon.wt/downfall_final01.jpg]
[Blocked Image: http://users.pandora.be/simon.wt/downfall_final02.jpg]
[Blocked Image: http://users.pandora.be/simon.wt/downfall_final03.jpg]
[Blocked Image: http://users.pandora.be/simon.wt/downfall_final04.jpg]
[Blocked Image: http://users.pandora.be/simon.wt/downfall_final05.jpg]
- Wesley
Soundscapes work fine, I've added the sounds to the map, thanks for the help! The player doesn't need to "see" them though, all he needs to do is walk through one and it's triggered untill he walks into another one. Which works great for my map. Just as long as you know all possible player paths you can set them very easily.
Time to recompile ![]()
Thanks!
Thanks for heads up guys !
I'll do it tonight and recompile my map till tomorrow.
I also made a night HDR skybox now for it, took one from Valve and made it HDR ![]()
Hi,
I've been trying out the best way for my city map to have sounds. I was wondering, is there a way to play a sound in a trigger brush all over with the same volume ? Or any other way on how to make sounds play all over ?
when I add sounds like they explain them on wiki, when you are close to the sound enitity it plays the loudest. And it fades away after a while. Setting the radius very large doesn't do much good either. I tried soundscapes and it's the same effect? What I would basically want is a big cube when you walk in it it plays the sound all over, and when you walk in a new trigger cube it plays a different sound. Or if this is possible any other way
I hope someone can help me out!
thanks
wesley
Thanks, glad you like it. I hope you'll all be able to play it soon enough!
BlackPanther: It takes 2 hours to compile, 4 hours with HDR.
The map dimensions are: 1900high, 5400wide, 8000long (units).
I added video links to all my maps on my site, so here is a tour of the map on youtube:
http://www.wesleytack.com/videos/downfall.html
This is seen through the players eyes. I said I would update the interior, but I'm afraid I'll have to pass, since I've got too much stuff to do. I'm gonna quit work on this map (I will still change the skybox to a darker one though).