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Showing content with the highest reputation on 07/31/2019 in all areas

  1. El_Exodus

    de_Vice

    Man the lighting still hurts my eyes. Try to get a natural lighting with light_environment going first. And only when that's natural, start adding your neon lights to the map. Right now I wouldn't want to load up the map ingame tbh. Use your references properly and analyze why they look the way they look.
    5 points
  2. untor

    Swamp

    I heard that in the swamps people often disappear. I will be excited if you disappear in my swamp. A lot of work and a lot of things I want to do, before the first public playtest.
    3 points
  3. Interfearance

    de_Vice

    Your map is already taking 2 hours to compile and its not even detailed? Func_details might make the portal flow faster!
    2 points
  4. So I challenged myself to make as many models as I could in 3 days, and these were the results. From left to right: Grate panel - Paint can - Bleached wooden plank - Outdoor light - Modern coffee table - Clock - Solar panel - Fire hose box - Small wall vent - Barrel. All of them (Except the solar panel) can be colorized to be any color you wish. I made them for a map my little brother says he wants to make, so this is a start
    2 points
  5. sir goober

    de_Vice

    Realizing that it's been some time since the last update, just making a little one to wrap up some concerns. - Yup, I've done some rework on the lighting so it isn't burning your eyes out. (Always make sure the lighting looks good in a normal compile instead of the fast option) - The Radar is fixed after some odd bug messed it up slightly Radar: - And I've detailed 2 parts of the map so I can get an idea of how the map will look and feel Chokepoint at B: Chokepoint at A (I'm too lazy to compile the map and wait 2 hours to get a few screenshots): So not that exciting of an update... ... But! The workshop version of the map will be updated very soon, so you all can play without getting your eyes burnt by the lights! https://steamcommunity.com/sharedfiles/filedetails/?id=1802024714 Here's the workshop =-]
    2 points
  6. Vaya

    Turbulence

    terri is making rocks. I think they are nice.
    2 points
  7. First connection with Mapcore Hello! On Mapcore for the first time, so I don’t know if you write something like that here. In general, I recently encountered a problem I had been thinking about for a long time, and the solution was the simplest... 4wayblend textures stumped me and I didn't understand how to work with them. Since I could not find any articles about this issue, I decided to write about them. Connecting and using grass sprites on your map In order for 4wayblend textures to use grass, you must write the path to these details in the Map Properties (The path you must follow is shown below). Find the Map menu on the top panel in Hammer World Editor > Further Map Properties > Property Name Detail material file > Set the value of Detail material file to detail/detailsprites_survival. List of Danger Zone values for Detail material file: • detail/detailsprites_survival [dz_blacksite] • detail/dust_massive_detail_sprites [dz_sirocco] To set the grass to the material, use "Paint Alpha" in the Displacement settings, but be aware that the official materials are governed by a mask that will not allow you to set the grass manually, more on that in another thread. If you are using a mask and are experiencing performance troubles due to grass, click "Invert Alpha" to remove the already placed grass. Let's start blending Go to the settings "Displacement" and select there "Sculpt", then find the button "Blend" and there select the desired texture. Blending control: • [Left mouse button] – Apply selected texture. • [Ctrl] + [Left mouse button] – Remove selected texture. • [Right mouse button] + Mouse movement left or right – Resize blending area. Bug: If the camera mode in 3D view is set to "3D Shaded Textured Polygons", then you will not see the drawn part of the texture. Camera mode should be set to "3D Textured" when drawing (fixed in Hammer++). Creating your own 4wayblend material with Danger Zone style grass →
    1 point
  8. C-NAP

    [WIP] | Moon

    I will next time thanks a lot
    1 point
  9. Interfearance

    [WIP] | Moon

    Try using autoradar. You make visgroups for the floor and walls and it does the rest for you. It also looks twice as good no matter how experienced you are at using the traditional radar method.
    1 point
  10. gordonfeetman

    de_snow [WIP]

    This map is still in it's really early stages no need to worry about the skybox yet I'll see what it is, thanks for the tip.
    1 point
  11. Donskioni

    de_snow [WIP]

    its super early dude
    1 point
  12. C-NAP

    [WIP] | Moon

    New radar, some layout changes, very small detailing and I went from dev-texures to concrete just for the better look.
    1 point
  13. Vaya

    de_snow [WIP]

    ? that skybox tho
    1 point
  14. 1 point
  15. blackdog

    Hitman 2

    1 point
  16. esspho

    Blender

    I've played around with 2.8 for about an hour now and switched back to the 2.7x input scheme. I wonder if many others do the same out of convenience.
    1 point
  17. NEW WORKSHOP LINK Quite a few stuff were added and tweaked opposed to the initial version posted here. Some places were too open and empty, exposing too many angles or being fully vertically disconnected from below (f.e. the bridge "cat" without potential boosts). The layout did not change much, however certain areas were given some variability and depth. Detailed info in change-log on the workshop page. New and improved radar (additional illustration of all possible spawns atm for the sake of this report) IMGs showing some of the applied changes So far I'm enjoying this and hope you do aswell
    1 point
  18. jd40

    Incline

    Layout update: Shrinked the map to a more reasonable size. Moved A split closer to the bombsite entrances. Second B entry is now only connected to mid. Added more cover to both bombsites. Added a back path for CTs to bombsite B. Blocked some sightlines around T spawn. Here's a comparison showing the changes, radars by @Terri's auto radar!
    1 point
  19. mr.P

    Graveyard

    Some Sunday wips... Drop from CT spawn T spawn Side entrance Hangars top down
    1 point
  20. A first glance ...
    1 point
  21. Viter

    [WIP] de_greed

    Played a bit more and got more nice feedback, change the general routing of T spawn to make it more intuitive regarding what site to runto, and visibility generally. Minor tweaks all around. Started to learn basic of 3d modelling so we can get custom assets, it's gonna be a long journey but it's gonna be fun! Some positive feedback on the layout lately so i hope it's gonna be good in the end! Album: https://imgur.com/a/0YKlxIq Layout:
    1 point
  22. Spain, Gran Canaria.
    1 point
  23. gordonfeetman

    de_snow [WIP]

    I found some nice pictures, and decided that I'm gonna base the map in snowy Ruka Village based in Finland!
    1 point
  24. Squad

    Mustang (formerly Everest)

    I guess we're in the honeymoon period. Safe to say progress won't be constantly as fast, but that's naturally fine. It's not a sprint, but a marathon ? Thanks for showing interest!
    1 point
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