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  3. m8nkey

Posts by m8nkey

  • reflective texture in source

    • m8nkey
    • October 13, 2007 at 12:28 AM

    That worked Bluestrike, thanks a ton XD. I'm still getting used to working with VMTs.

  • reflective texture in source

    • m8nkey
    • October 12, 2007 at 11:56 PM

    I'm trying to create some reflective glass textures for the map I'm working on and I've ran into a problem.

    I copied the VMT from a texture that had the effect I'm trying to achieve though i realise the surfaceprop wouldn't suite my texture. I also used the same setting in the VTF as the texture with the desired effect.

    VTF setting:

    No Compression

    Eight Bit Alpha

    Here's the VMT:

    "LightmappedGeneric"

    {

    "$basetexture" "cs_duke3d/test"

    "%keywords" "duke"

    "$surfaceprop" "concrete"


    "$detail" "detail\noise_detail_01"

    "$detailscale" "7.345"

    "$detailblendfactor" .6

    "$detailblendmode" 0

    "$envmap" "env_cubemap"

    "$basealphaenvmapmask" 1

    "$envmapcontrast" 1

    "$envmapsaturation" 1

    "$envmaptint" "[ .6 .6 .6]"

    "LightmappedGeneric_HDR_dx9"

    {

    "$envmaptint" "[.25 .25 .25]"

    }

    "LightmappedGeneric_DX9"

    {

    "$envmaptint" "[.25 .25 .25]"

    }

    }

    The material displays normally in Hammer material browser but I get checkers when applied to a brush.

    [Blocked Image: http://i173.photobucket.com/albums/w57/m8nkey/test.jpg]

    *edit - Should've created this in the 2d Art forum sorry

  • CS_Metroplex

    • m8nkey
    • October 10, 2007 at 2:18 PM

    I appreciate the feedback Rick_D. Forgot to mention the textures are just placeholders. Just roughly modelling the outside area using placeholder textures before creating my own materials.

    Eventually the idea I had in mind for the textures for the outside environment is concrete, steel and reflective glass.

    Your right, the building doesn't appear to have any practical use, something I'll definately have to work on. I'm really struggling with the outside area

  • CS_Metroplex

    • m8nkey
    • October 10, 2007 at 12:39 AM

    Hazzah!!!! I've beaten my WoW addiction and returned to mapping. Still got a long way to go but I'm making steady progress and prepared to put in as much time as required to produce a good quality map.

    Here's where I'd say I'm at:

    world geometry: %80 complete

    textures: %10 complete

    lighting: %0 complete

    props: %0 complete

    3d skybox: %0 complete

    sound: %0 complete

    I'm currently working on the outside area. The aesthetic I'm going for is modern/near futuristic with architecture influenced by some time I spent in Dubai last year.

    Here's an overview of the map so far and an ingame pic of the style I'm going for with the buildings. Think I may need to increase the building scale.

    [Blocked Image: http://i173.photobucket.com/albums/w57/m8nkey/001.jpg]

    [Blocked Image: http://i173.photobucket.com/albums/w57/m8nkey/002.jpg]

  • Quake 4 - Method's Hideout (WIP)

    • m8nkey
    • June 16, 2007 at 8:53 PM

    Good to see urban environments in Q4, nice work. Looking forward to a playable release.

  • WIP in WIP, post your level screenshots!

    • m8nkey
    • June 16, 2007 at 8:40 PM
    Quote from Psycho

    Come on. Someone play my map. I need some crits on the layout!

    Downloaded your map and played a few rounds. Couldn't find anything wrong with the layout. It's easy to navigate which is good. I've noticed that unless CS players can memorise the entire map within a few rounds, their highly unlikely to play it.

    Personally, I think it's too early to say though. It's impossible to really get a feel for the map without texturing and lighting that closer reflect what you intend to release.

  • WIP in WIP, post your level screenshots!

    • m8nkey
    • June 16, 2007 at 8:13 PM

    As a mapping enthusiast, with no intent of working within professional game design (though I'd like to work on community based mods), I'd have to agree with several points Quakis has raised.

    If you want to produce your own content it's far tougher in new engines. Producing textures and models are jobs unto themselves and it's hard to achieve the standards of professionally produced content. Not only is a higher level of technical proficiency required, The time taken to produce these resources is greater.

    The cool thing about doing this shit as a hobby is you have complete creative control, you can produce whatever you want, and take as long as you want to do it.

  • CS_Metroplex

    • m8nkey
    • June 16, 2007 at 7:14 PM

    Your right Skjalg, I certainly need to familiarise myself with Hammer, I just find Radiant's interface far more intuitive.

    As far as pixelation's concerned CS Server Maps used shit rez screenshots for unknown reasons. Here's an old site of mine I uploaded with better pics

    http://%7boption%7d

    Unlike that version, the only thing resembling the original will be the layout. I'll be using custome textures and props throughout the map.

  • CS_Metroplex

    • m8nkey
    • June 16, 2007 at 3:46 AM

    * Update 30 Dec 10

    A playable version is now available. I have media and a download link on my site:

    http://www.binaryspace.info/level-design/cs_metroplex/

    If you're in the Oceania region and interested in a game, it's running 24/7 on my server:

    203.46.105.34:2121

    This is the single public test version I'm releasing. I don't intend to spend much more time on it. I'd still appreciate feedback, particularly about gameplay bugs or exploits. Thanks to all who provided feedback through this thread.

    [Blocked Image: http://www.binaryspace.info/wp-content/gallery/metroplex/cs_metroplex_001.jpg]

    [Blocked Image: http://www.binaryspace.info/wp-content/gallery/metroplex/cs_metroplex_002.jpg]

    [Blocked Image: http://www.binaryspace.info/wp-content/gallery/metroplex/cs_metroplex_003.jpg]

    [Blocked Image: http://www.binaryspace.info/wp-content/gallery/metroplex/cs_metroplex_003a.jpg]

    [Blocked Image: http://www.binaryspace.info/wp-content/gallery/metroplex/cs_metroplex_004.jpg]

    [Blocked Image: http://www.binaryspace.info/wp-content/gallery/metroplex/cs_metroplex_005.jpg]

    [Blocked Image: http://www.binaryspace.info/wp-content/gallery/metroplex/cs_metroplex_006.jpg]

    [Blocked Image: http://www.binaryspace.info/wp-content/gallery/metroplex/cs_metroplex_007.jpg]

    [Blocked Image: http://www.binaryspace.info/wp-content/gallery/metroplex/cs_metroplex_009.jpg]

    [Blocked Image: http://www.binaryspace.info/wp-content/gallery/metroplex/cs_metroplex_010.jpg]

    [Blocked Image: http://www.binaryspace.info/wp-content/gallery/metroplex/cs_metroplex_011.jpg]

    [Blocked Image: http://www.binaryspace.info/wp-content/gallery/metroplex/cs_metroplex_012.jpg]

    [Blocked Image: http://www.binaryspace.info/wp-content/gallery/metroplex/cs_metroplex_013.jpg]

    [Blocked Image: http://www.binaryspace.info/wp-content/gallery/metroplex/cs_metroplex_014.jpg]

    [Blocked Image: http://www.binaryspace.info/wp-content/gallery/metroplex/cs_metroplex_015.jpg]

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