looks very futuristic, nice idea! ![]()
Posts by TermInator525
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but isn't this illegal? its a concave brush isn't it?
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I really like the idea!


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nothing special
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if i'm honest i liked the sort of mirrors edge style with only 1-2 colors most. This is a bit too much of a paint bucket.
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it happens if you only replace the texture itself (of a standard model). Pakrat finds the texture in the gcf file and ignore the texture itself in the game folder. I allways have this type of problem if I retexture a standard model.


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some models textures are missing, and there are one or two model range problems. It also has a small bug where you get blocked / stuck (after a ladder). but this is nothing compared to this level of detail and, i have to say that, love. im impressed and that happen not every day :derp:

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oh my, yes. cool stuff

the lighting is a big plus in this map.
It looks cool even with the 0815 standard materials / models.
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Thanks btw the second pack is slight different to the first one. I would say the specularmap in the old one is tree times more intense as the new one. Thats kinda "ugly" if you want to use both packs together.
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Quote from m8nkey
does the refract shader work on models? i think that might be your problem.i'd suggest using "VertexlitGeneric" with "$translucent" "1" for the glass. not as fancy though
Hah! the refract shader was designed for models
You know the hl2 white double door in the first chapter? -> http://img90.imageshack.us/img90/4135/r ... 0005da.jpgthats the one. Valve only used the shader on models like that.

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a grayish fog is already in there you fool
(2nd picture, light gray in the background
) i only have to tweak the hdr settings. And well no photoshop work in here,
scaled down 100% screenshots. -
thats hdrr. But yeah its maybe a bit too bright.
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a (for me) 2 Day Contest. The theme is a mine without restriction of any kind.
9hrs of work.
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the blueish lighting reminds me of Mirror's Edge. Very cool Map with a lot of high quality details (Models, Textures, Shader). Only a few things like the ladder or the washing machine are standard content. GOOD!!
but i think you could add more next-gen textures on the whole environment. Some parts could be rebuilt with the good old gold-src engine without a different.
And sorry if i didn't read the whole linked article.
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you can find the l4d materials in the pak01_dir.vpk in the common/left 4 dead/left4dead/ folder.
one example.
basic world Pipemodels:
QuoteDisplay MoreVertexLitGeneric{
$baseTexture "models\props_pipes/PipeSet02d_512_001a"
$bumpmap "effects/flat_normal"
$phong 1
$phongboost 1
$phongexponent 10
$BASEMAPLUMINANCEPHONGMASK 1
$phongfresnelranges "[3 8 60]"
}
v_model Medkit:
QuoteDisplay MoreVertexLitGeneric{
$baseTexture "models\w_models\eq_medkit/w_eq_medkit"
$bumpmap "effects/flat_normal"
$phongboost 1
$phongexponent 1
$phongfresnelranges "[0 2 30]"
$BASEMAPLUMINANCEPHONGMASK 1
$phong 0
"GPU>=2?$phong" 1
}
and the m16
QuoteDisplay MoreVertexLitGeneric{
$baseTexture "models\v_models\Weapons\rifle/m16a2"
$bumpmap "effects/flat_normal"
$phongboost 1
$phongexponent 10
$phongfresnelranges "[10 10 30]"
$BASEMAPLUMINANCEPHONGMASK 1
$color2 "[1.5 1.5 1.5]"
$ambientocclusion 1
$phong 0
"GPU>=2?$phong" 1
}
so as you see valve used only generic normalmaps for the phong effect.
simple eh? 