-
Posts
195 -
Joined
-
Last visited
Content Type
Profiles
Forums
Articles
Pages
Everything posted by DvS
-
Have those rusty pipe models reskinned, they scream hl2 and tile really badly. Also, on the first shot you can see grating on the side wall things that is sort of half inside a wall, it looks really weird. Other than that, it looks good. Working on it . Changed the lighting due to suggestions, towards a blueish style. What do you guys think? Last picture: close-up of AA-searchlight, gonna tune it down for the next compile but I like the effect already. Cheers I like the change from sepia. While it would have been pretty novel, it would probably wear off pretty fast for players. EDIT: Update.
-
The geometry is interesting, if not a bit overdone on the diagonal side, but from what I can see through the DoF effect and the angled camera, it looks a lot like a (good) HL1 level. Post some unaltered screenshots (no DoF, no angles) with a better JPG quality and larger resolution and it may start to look like source.
-
Solved, apparently you have to load another map after building your cubemaps with mat_specular 0, then reload your map...
-
I've found some posts stating that you can get around it by not using a TF2 sky, but that's not really good enough for me. Another post said to do mat_specular 0, build cubemaps and then reload the map, but then I get this error: *** Error unserializing VTF file... is the file empty? Error reading texture header "materials/maps/textest2/c-2080_256_32.vtf" *** Error unserializing VTF file... is the file empty? Error reading texture header "materials/maps/textest2/c-768_256_64.vtf" And the purple reflections come back after I re-enable mat_specular.
-
This is the exact console output after building cubemaps: Current mod isn't in a subdirectory of "game"! bounce: 1/1 sample: 1/3 bounce: 1/1 sample: 2/3 bounce: 1/1 sample: 3/3 *** Error: Skybox vtf files for sky_hydro_01 weren't compiled with the same size texture and/or same flags! Can't load skybox file sky_hydro_01 to build the default cubemap! Compile: ** Executing... ** Command: "d:\steam\steamapps\-email-\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "d:\steam\steamapps\-email-\team fortress 2\tf" "D:\Steam\SteamApps\-email-\sourcesdk\sdkcontent\maps\textest2" Valve Software - vbsp.exe (Mar 11 2008) 2 threads materialPath: d:\steam\steamapps\-email-\team fortress 2\tf\materials Loading D:\Steam\SteamApps\-email-\sourcesdk\sdkcontent\maps\textest2.vmf fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 126 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing D:\Steam\SteamApps\-email-\sourcesdk\sdkcontent\maps\textest2.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_hydro_01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_hydro_01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (0) (119911 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 1637 texinfos to 430 Reduced 31 texdatas to 23 (975 bytes to 840) Writing D:\Steam\SteamApps\-email-\sourcesdk\sdkcontent\maps\textest2.bsp 1 second elapsed ** Executing... ** Command: "d:\steam\steamapps\-email-\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "d:\steam\steamapps\-email-\team fortress 2\tf" "D:\Steam\SteamApps\-email-\sourcesdk\sdkcontent\maps\textest2" Valve Software - vvis.exe (Mar 11 2008) 2 threads reading d:\steam\steamapps\-email-\sourcesdk\sdkcontent\maps\textest2.bsp reading d:\steam\steamapps\-email-\sourcesdk\sdkcontent\maps\textest2.prt 15 portalclusters 21 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0) Optimized: 0 visible clusters (0.00%) Total clusters visible: 193 Average clusters visible: 12 Building PAS... Average clusters audible: 13 visdatasize:186 compressed from 240 writing d:\steam\steamapps\-email-\sourcesdk\sdkcontent\maps\textest2.bsp 0 seconds elapsed ** Executing... ** Command: "d:\steam\steamapps\-email-\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "d:\steam\steamapps\-email-\team fortress 2\tf" "D:\Steam\SteamApps\-email-\sourcesdk\sdkcontent\maps\textest2" Valve Software - vrad.exe SSE (Mar 11 2008) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [34 texlights parsed from 'lights.rad'] Loading d:\steam\steamapps\-email-\sourcesdk\sdkcontent\maps\textest2.bsp Setting up ray-trace acceleration structure... Done (0.39 seconds) 917 faces 49825 square feet [7174860.50 square inches] 3 Displacements 993 Square Feet [143069.59 Square Inches] 917 patches before subdivision 28805 patches after subdivision 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (7) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (5) transfers 4047592, max 607 transfer lists: 30.9 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(428201, 275837, 206574) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(102689, 48439, 22906) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(20577, 7179, 2134) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(4802, 1225, 225) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(1107, 207, 23) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(269, 37, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(66, 7, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(17, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(4, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #10 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0145 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 3/1024 144/49152 ( 0.3%) brushes 369/8192 4428/98304 ( 4.5%) brushsides 2770/65536 22160/524288 ( 4.2%) planes 920/65536 18400/1310720 ( 1.4%) vertexes 1320/65536 15840/786432 ( 2.0%) nodes 90/65536 2880/2097152 ( 0.1%) texinfos 430/12288 30960/884736 ( 3.5%) texdata 23/2048 736/65536 ( 1.1%) dispinfos 3/0 528/0 ( 0.0%) disp_verts 243/0 4860/0 ( 0.0%) disp_tris 384/0 768/0 ( 0.0%) disp_lmsamples 3576/0 3576/0 ( 0.0%) faces 917/65536 51352/3670016 ( 1.4%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 726/65536 40656/3670016 ( 1.1%) leaves 94/65536 3008/2097152 ( 0.1%) leaffaces 997/65536 1994/131072 ( 1.5%) leafbrushes 433/65536 866/131072 ( 0.7%) areas 3/256 24/2048 ( 1.2%) surfedges 6991/512000 27964/2048000 ( 1.4%) edges 4178/256000 16712/1024000 ( 1.6%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 79/32768 790/327680 ( 0.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 1461/65536 2922/131072 ( 2.2%) cubemapsamples 3/1024 48/16384 ( 0.3%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 2417836/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 186/16777216 ( 0.0%) entdata [variable] 5285/393216 ( 1.3%) LDR ambient table 94/65536 376/262144 ( 0.1%) HDR ambient table 94/65536 376/262144 ( 0.1%) LDR leaf ambient 222/65536 6216/1835008 ( 0.3%) HDR leaf ambient 94/65536 2632/1835008 ( 0.1%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/12 ( 8.3%) static props [variable] 1/12 ( 8.3%) pakfile [variable] 428570/0 ( 0.0%) physics [variable] 119911/4194304 ( 2.9%) physics terrain [variable] 931/1048576 ( 0.1%) Level flags = 0 Total triangle count: 2331 Writing d:\steam\steamapps\-email-\sourcesdk\sdkcontent\maps\textest2.bsp 21 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "D:\Steam\SteamApps\-email-\sourcesdk\sdkcontent\maps\textest2.bsp" "d:\steam\steamapps\-email-\team fortress 2\tf\maps\textest2.bsp" ** Executing... ** Command: "d:\steam\steamapps\-email-\team fortress 2\hl2.exe" ** Parameters: -game "d:\steam\steamapps\-email-\team fortress 2\tf" -console 1 -developer 1 +sv_cheats 1 +map "textest2"
-
Nope, but I don't know if you can tell or not, but the cubemap closer to the player in that screen is fine, there's nothing wrong with the reflections there.
-
I really like the textures, but please don't use displacements for those. While displacements are cheap to compile and render, they are absolute murder on file sizes. I made a smallish DM map using nothing but displacements and that was 40mb. Needless to say, it didn't receive much play.
-
I have two cubemaps in this screenshot and they're both the same, I've built them and I'm not using HDR (when I do, I get the same result, except more pronounced). Not using the skyname_hdr thing as that gave me more purple stuff. Tried googling this but kept getting people who had purple checkerboards for textures, not reflections. Oh, and using the tc_hydro sky, not that it matters since I've tried at least 3 others.
-
Halo port in DoD source :wtf: Why?
-
@Deez: How much of that is custom material? I've never played gears of war so I wouldn't know. Looks very good even though as Sentura said, the textures sort of blur together. Another small update, sorry about the spam, but I thought I'd include a reference to set the scale. I've got a little clash of art styles though with the TF2 models and my textures, but I'm hoping it'll look ok once I start detailing with overlays and overlapping displacements (sand). EDIT: Most of the walls behind the "broken" brick walls will be removed when I finish my sand texture, I'm gonna have sand come pouring out with displacements. EDIT2: Didn't notice this at first
-
Nah, that's the sky from tc_hydro.
-
Exactly what I was going to say, I think it's the diagonal bits that do this. Anyway, I made some revisions: Scaled up the brick texture (as in, enlarge canvas, fill in more bricks) to eliminate repetition. Changed the tiles from blue-dominated to black-dominated (although it looks blue too) Changed many surfaces from the blue trim to the bricks. Now I just need to come up with a layout
-
Thanks, and yeah, I originally was going to scrap the brick because there are only two distinct bricks in the pattern and it looks kind of weird, I might just replace it. You mean all the blue or just the tiles? Needs to be toned down yeah? Originally the tiles were orange, does look a bit excessive.
-
My first shot at making custom textures, planning to make something for TF2 when I get this down. BTW: Does anyone know why all your reflections turn purple when you try to compile HDR in TF2? Works for EP2
-
Nuclear Moobs! Looks awesome
-
The ducts look a bit off when diagonal like that and the cracked concrete ground texture is just fugly, otherwise I really like it so far
-
Probably going to pull the plug on this one, not interested in CSS anymore and the gameplay wouldn't suit TF2 very well. I might restructure some of the design elements into a TF2 1-flag map but not just yet. PS: Map was compiled with cordon bounds taking about 4500 brushes away so that's why you see beneath the world on the left.
-
Cue cp_busytown_NITETIME_2009_LoAL_REMIX. Anyway, class stuff as always
-
Looks cool but you could scale up the water texture a bit.
-
Maybe it's because the game isn't done yet?
-
Patches are not free content, they're bandaids intended to fix a product that's already been sold to possibly millions of people. I don't really expect developers to give stuff like map packs for free, but when it's patches, I feel I've already paid for it.
-
Click face 1, click face 2, planar map? Should align the faces together on the uv map, I think?
-
Le torus tool... It can be very tricky, even if you manage to get the shape you want, it will not be 100% on the grid and trying to align it usually causes invalid brushes. Usually you won't care too much since it'll be func_detail anyway, but you can often have lightmap glitches with stuff minutely off-grid.
-
Like the Stardock dude said, the people who wouldn't have bought your game if they hadn't been able to pirate it don't count, you do not factor them in as participants, you do not cater to their needs or wishes. They are simply irrelevant. Copy protection has two ends of a scale, one end is the stardock side where they basically have no copy protection and the other side is the harsh DRM/rootkit shit that does nothing for your sales except bad PR. In the middle you have the usual copy protection, but across the board no matter how well your game is protected it will be cracked, simply because there are very talented people out there who crack games for the sake of cracking, not just because they want to play the game for free, in fact most crackers buy their own games in order to crack them. An example of the "DRM/Rootkit shit": I bought Neverwinter Nights 2 and the expansion not too long ago and was surprised that my above-average computer was chugging along with stutters and occasional freezes until I read that it was a common issue traced to securom and that the unofficial fix was simply to pirate/crack the game... People who didn't pay for the game were having a better experience than I was simply because of the obnoxious copy protection, this shit makes me mad. This form of antiquated business models needs to be eliminated and rearranged into digital distribution. Also, the "80-90% piracy rates" thing kind of gets to me, just like the RIAA makes up bullshit estimates for how much money the record industry is losing to piracy, there's no effective way to gauge your losses. Not everyone who downloaded your game/album/movie would've paid for it had they not been able to get it for free, and in the case of good products, those non-loss downloads are actually generating GOOD PR through indirect word-of-mouth. It's no justification for pirating, but it's a valid point none the less. Like the phrase goes "83% of all statistics are made up on the spot". I think that, as has been said often in this thread, digital distribution is the way, and the only way to reach people who pirate everything just because they can. Like with steam, not only are you getting your game online with minimal effort but you can access it from anywhere, you can have updates streamed to you as they are released and with the new SteamCloud, they store your configs and savegames as well.
-
Sad but inevitable, some of the comments from the "extreme jumping" forum are quite the lulz though; I wouldn't put these guys a day over 14.
