Of course it is, right before the assault on poor citizens by combines
i was juste joking
Posts by leplubodeslapin
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Yoshi's Island ?
It looks so damn great
This is fully made and rendered within Substance ? Or another engine such as the UE4 ? (I don't really know how these new techs work)
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Quote from TheGuma
What do you mean as in someone wanting to work with you on the project? Heck, I'd love to help you out.
Except that I'm utter shit at working with models, but I can help with the rest haha
That's the thing, i'm looking for help for the art aspect because i'm just not good enough. I need help for models and materials and i fully understand that artists nowadays don't want to work on this old source engine, there's so much better out there.
I really appreciate your message, can you add me on steam ? Maybe we can help each others for our projects.
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Thanks for caring about Opera, unfortunately i'm kind of busy recently so i haven't worked that much on the map.
I worked on the lounge area and a bit on the outside.But since i didn't find anybody wanting to work with me on the project, it will be much longer. I consider the project as a learning project, i learn a lot of things and maybe it will never be finished but at least i would have acquired knowledge.
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[Blocked Image: http://i.imgur.com/z1J88mo.png]
Uhuh there's a mad guard !!
I don't know if it's due to today's update, but the game crashed twice today
(and both time i was at the top of the scoreboard
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Quote from Vorontsov
Maybe I do but I want to fade it out nicely since it looks like shit that you can see the "end of the horizon" with some roads just suddenly ending. I'll try playing around but also do I have to have a fog in my map? Is it possible to only have one in the 3D Skybox?
You should configure your fog ingame, it's way easier and faster.
Type sv_cheats 1 first and then "fogui", you will be able to configure both classic fog and 3D skybox fog. Unfortunately you won't have a density parameter but you can still change the color and the distances easily.
Once you get a great configuration, copy/paste the values in hammer.
A fog in the map is not needed, you can use one in the 3D skybox only it will work.
The problem you'll probably have is that there won't be any objects on the horizon, therefore there will be an important contrast between objects in fog and your 2D skybox.
The common solution to this is to use a gradient texture such as "skybox/urban_horizon", this way :
[Blocked Image: http://i.imgur.com/pZaE96O.png]
The fog will change the color from black to your fog color and it will drasticaly result the contrast on the horizon.
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ohw that's weird, it should work

Maybe try "0.4" instead of ".4"
I really don't see what's wrong hereDon't you already have a fog in your 3D skybox ? I feel like there is one from your screenshot, maybe you should try to change the fog start and fog end in order to be sure it doesn't change anything ?
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Can you show us your sky_camera properties ?
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I wouldn't say this kind of problematic is "very easy", you won't find a lot of people talking about these problems online, and only few tutorials go into these aspects of Source / Hammer (which are quite advanced, it's not something a beginner would learn).
So, you don't have to be ashamed for not knowing things. And if you don't understand/know something (like what a lightmap grid is for example), it's ok to say so, just make sure to do some quick researches first. It's a pleasure for me to see that it has been useful and it helped at least 1 people (and probably more that are going to read the topic someday).
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Annnnnnnnnd of course it crashed
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Ok, first of all I don't think you did the Alt + RightMouseButton align method right.
Take a look at this video at 10min58 :
External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.You should then be able to get a grid better aligned, like this :
[Blocked Image: http://i.imgur.com/A7ytCtW.png]
(as i've shown you )
The size of the squares is probably higher with you, that's what we call the "lightmap scale". You can change the value here :
[Blocked Image: http://i.imgur.com/5MVdKOJ.png]
It's the size of each squares of your lightmap grid. When you compile your map, the lighting will be defined as 1 color and brightness for each square in the lightmap grid of all the faces in your map. The smaller, the more precise. To avoid trouble, use values that are :
- powers of 2 (2, 4, 8, 16, 32, 64...)
- Higher than 2
Do not over-use this, only when it's needed because it's very expensive in terms of compilation time and map file size.
In your case, it could help to put a lower value than 16 (which is the default value), so try 8 at first and if it's not perfect try 4.
Tell me if you need any help or if you don't understand something.
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Can you take a screenshot in-hammer in the 3D lightmap preview mode ?
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Yes, what you can do by the way to see the glows, is lowering your screen resolution (for example 1280x720) and choose a cubemap resolution in your map that is too high (256 x 256 for example should be too much). It won't be able to build the cubemaps and there will be an error message in the console. But still, the glows will then be visible ingame.
It's a bit useless but yea, whatever. I'd like to be able to change the scale of this glow in order to make big blurred reflections with cubemaps but i don't think you can do that.
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Quote from Vorontsov
No i don't think it's a good idea, I think it's great to have a line here, to help the understanding of the geometry for the player
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It's weird that it doesn't work. Can you send us a vmf of this please ? To check if it works here
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No problem i understand, it was just in case. And still, it can help others people reading this.
Make sure you do the Texture manipulation in 3D texturing view (not lightmap view), i really don't know why but it doesn't work if you're in 3D lightmap view while making this.
If it still doesn't work, can you try with another SDK? Like the csgo SDK for example, because i'm sure it works with it. A friend of mine also had a similar problem and he was working on an HL2 mod so maybe it's due to your version of hammer, i don't know.
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That's so great !!!
So at first i tried to use their texture in a very simple test map with 1 light.
It didn't work : screenshot
Then i tried to add a sun light, just like in de_train :
It worked : screenshot 1, screenshot 2

Then i tried with a custom texture of my friend Wenceslas :
it's pretty nice : screenshot 1, screenshot 2
I noticed that the alpha mask that was in the normalmap was used for the phong, the marble reflected more than the wood which is pretty nice.
After that, i tried to use it on a displacement :
Yeah it works ! screenshot
Then i tried to add the world reflections with cubemaps and it works great as well for me
So i don't know what's not working with you LATTEH, can you explain me a bit more ?
And finaly the most crazy test : displacement with a texture with transparency, phong, normalmap and specular
With $translucent : http://i.imgur.com/5AjUwVz.jpg
With $alphatest : http://i.imgur.com/KxEMVks.jpg(even better since you have the shadows and the edges are sharper, more defined than with $translucent)
I'll try the other parameters tomorow, i have to go to bed it's late here

Thank you valve guys
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A tutorial explains it better than me here :
at 10:58External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy. -
Try to apply your texture with the Alt + Right Clic method.
In case you don't know it : apply the texture to one of the 2 main walls of your corner with the texture Tool. Select the face, hold the ALT button and right-clic to the face just next to it. Il will develop the texture, by taking as a reference not the world but the face you previously selected (but it's not dynamic, it's just taking the current state of the face selected as a reference). After that, select the texture you just developped and repeat the same method until you reach the other main wall.
Then, the lightmap grid will be alligned perfectly, instead of being aligned weirdly.
If it still doesn't work, do as TheOnly said : lower the lightmap a bit.
This topic might help you :