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Lawnmower233

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Everything posted by Lawnmower233

  1. I've released a fixed version. There's now an EP1 set and an OB set. And now single-texture materials also emit detail props, not just the blends. There are still two problems though: 1: in EP2 the detail sprites are screwed up. I'm getting help from a Valve guy on the Steam forums about it. 2: Mud01 should be emitting reed sprites. But there is sadly a limitation in Source where sprites will be clipped by the water plane. So I have reeds turned off for Mud01 for the forseeable future. There's no point having reeds if Mud01 then can't be used near water. I envisioned it being used as a riverbed material first and foremost after all.
  2. I've decided to release them. Check the opening post for details.
  3. I've decided to scrap the Detail Props for my materials. Not altogether but what I'm going to do is turn them from Detail Sprites to Detail Models. I'll get back to you guys when I'm done making the switch. Dunno when that will be but hopefully soon.
  4. Thank you guys for your critique. It really is appreciated. Whenever I ask anyone else they just say "It's fine" or "it's not right". It's great to get some proper criticism. I'll get right on changing it.
  5. What do you mean by "overbright"? Like they need to be darkened?
  6. You don't have to credit me in your mod for these. Just don't modify them in any way without my permission. Detail Props: To have these materials emit my custom Detail Sprites during compile, and not the default HL2 ones, you must edit two settings in Hammer. You must change these two settings for each map you wish to use my materials and their accompanying Detail Sprites in. In Hammer, navigate to Map -> Map Properties and then: Input detail\Rory_detailsprites into the Detail material file field. Input Rory_detail.vbsp into the Detail .vbsp file field. The Detail sprites will only emit when the materials are applied to Displacement Surfaces. Also take note that: Blends appended with "_A" don't emit Detail Sprites. Blends appended with "_B" emit Detail Sprites. Known Issues: Detail Sprites in Episode two are broken. Mud01 never emits sprites even in the _B blends. It's sprites have been turned off as Mud01 is a riverbed material and the reeds it emits will be clipped by any water plane, which is an undesirable effect. Downloads: EP1 engine Compatible Set OB engine Compatible Set Here's a video I put on youtube of me fighting antlions in a map using them: VIDEO Screenshots:
  7. Yeah thanks. It is indeed a good idea if just for the fact that it's different. I sort of got sick of the usual Hl2 mod where it'd just emulate Hl2's story to a tee and not bother to think up something different. A floating city would indeed be a very cool idea. And when there's an attack and you have to escape while it sinks while fighting the enemies that have boarded. That'd also be very cool. About the overt brightness. I think there's an entity you can put in the map that can change the HDR bloom thing. Env_tonemap_controller or something. Maybe it does something completely different but I'm sure there's a way to do it. Anyway thanks for the critique.
  8. Yeah I'm using the same values. I found them on the Sky List on the Valve Developer Wiki. In regards to why mine looks over-bright, I think you're only correct to a point. Valve utilised a hell of a lot of cliffs and overhangs to darken their maps. So I don't think it has anything to do with props at all, why my map looks over-bright, just has to do with the world geometry. But I'm not going to go the same router as Valve and plaster my maps with rocky cliffs and big boulders for no reason, since I'm really trying to go against the grain here and have "open" maps. The Orange Box engine really does make a fairly open map, that lagged like hell in HL2, run like a dream in EP2. So I really want to keep the maps open. I think the only reason Valve didn't do something similar in EP2 was because they were trapped in the universe they'd greated (one with empty rivers and ravines with a lot of cliffs and stuff). They'd probably have gone more open if they didn't need to maintain continuity (the dried out rivers and stuff). Anyway, so I guess I'll have to tone down the brightness to reflect how my map lacks as much "occlusion" as Valve's maps had in the Half-Life 2 series. Thanks for the criticism about it I guess. I never probably would have noticed it looked overbright if someone hadn't have said it. You kind of get used to what it looks like and don't notice these things. Also I edited my above reply just in case people don't notice.
  9. I used the same values as the map that used that sky in EP2. Whatever's good for Valve is good enough for me. It is supposed to be a sunny day I guess. But I'll be changing the sky in the next one anyway to an overcast day, so it won't be as bright. EDIT: Oh didn't see this reply. You're correct I guess. The kelp farm is a good idea, I might incorporate that if you don't mind. But as for the lack of land use: A: This is the sea here. As you can see the coniferous vegetation is dying as the soil salinates. The mud also is far lighter near the water, than it is further up, representing the leaching of minerals and the erosion of humus from the soil. So it's very poor land for growing anything. Also the people that are left I guess wouldn't choose some salty swamp to grow anything. The manpower needed to reclaim that wouldn't be worth it. I'm going with the idea that there's still plenty of plains and meadows inland. Also there has been massive depopulation and a return to a crypto-feudal form of civilization. No mechanised farming tools would be operational. So people wouldn't have massive farms that'll be very apparent to the player. The farms will be small plots on very good land, not large plots that we see today that only are viable due to the supplementation of fertiliser and irrigation. B: As for war-torn. Geographically this used to be a forested hilly region a bit away from farmland, and a couple of kilometres from human habitation (the city). So it would have been shielded anyway. But the main point is that the "war" was really just a neverending string of skirmishes between tribal factions armed with what was left of the earth's arsenal in the early 21st Century. These "wars" would have been really only comparable to a very bad riot, or just civil unrest that we see in for example Darfur. There would have been no Stealth bombers, no submarines, no battleships, no napalm, no carpet bombing, etc. Just people killing people in a semi-organised fashion, with whatever they could hold in their hands. It would have been confined mostly to urban areas. When you play the map if you zoom in you'll see that I chose the skybox props from the latter half of Hl2 to populate the city, ie. I chose the destroyed ones and not the intact ones. I don't think you can really see that in the screenshots, that the buildings are supposed to be nothing more than concrete husks and rubble. So it was a "design decision" if you want to call it that, to have the countryside pristine while having the urban centres resemble bombed-out watery tombs.
  10. Thanks. I'll try to fill the empty spaces with a detail props. I'm not sure if you know Source but it allows you to make a texture file called the detailsprites.vtf and in a text file called the detail.vbsp you specify groups. In the groups you specify what models and what sprites (from the detailsprites.vtf) you want to be randomly placed at random sizes on the materials that you have assigned that group to. So I'll make my own detailsprites.vtf and make a detail.vbsp and assign groups filled with a good variety of sprites (and maybe rock models too) to the grass and mud materials. So It'll hopefully clutter up the map nicely without me having to individually place rock and grass tuff models. Nice photo by the way. I really should look up more refernce shots on Google Images. Hopefully I'll find ones like the one you have there. They certainly are a good inspiration.
  11. Hey. So I decided to make a nice pretty map. It'll probably turn into a mappack but knowing my record of releasing things (none yet) don't hold your breath. So... it's not set in the HL2 universe. It's set in a dystopian future where the sea has risen a few metres, submerging the majority of the earth's former arable, pastural and, most importantly, habitable land. You play as a man who's whole family has been wiped out by the incessant war and rampant pestilence that has gripped the earth since the "sinking" began. Anyway. So, this is alpha 10. The part of the map I've completed so far is an opening "vista" of a submerged city. Let me know what you think. I made the grass all myself and edited a mud texture from the Photorealistic Ground pack to make the muds. The HL2:EP2 vegetation is just placeholder until I can make my own. I'm using sky_ep02_02_hdr right now but I'm going to change it to sky_day02_01_HDR in a11. sky_day02_01_HDR's my HDR conversion of one of the HL2 skies. I'll add rain then. And I'm hoping to make a water texture that has rain drop splashes in it to go with the rain and the overcast sky. Anyway so here it is. Let me know what your criticisms are. Hopefully I can change them. The grass does look a little bare so I'll be making some detail props soon to go along with the grass and mud materials, just in case that's what you're all thinking. Also, here's a Photobucket Slideshow of some random shots: http://s49.photobucket.com/albums/f291/Lawnmower233/That%20Sinking%20Feeling/?action=view&current=c789ce13.pbw That Sinking Feeling:
  12. That new tree in the first screenshot. It wasn't in the alpha I think. Is it just a place holder because to tell you the truth it looks awful. I really liked the elm and oak trees tomdom made for 0.17 but that tree kinda brings that map down. You might think about replacing it...
  13. Hey. Nice map. Hope it turns out good. What struck me first was how it was just in a big hollowed out cube. I'll take a look at it further later after dinner but for now thats my only suggestion. Delete that skybox -> and put in something like this -> Have the skybox made of multiple brushes that hug the edges of your map's geometry like sealing it shut. That's the best way I can describe it. I hope the picture illustrates it better. It'll help vvis alot I hope. I wasn't going to suggest the skybox thing because on first view it looked like an RP map because it was so open but now after re-reading it I realise its a single player map. Try and make some map geometry occlude other parts of the map. Unless you do this it wont matter a damn if you have hint brushes because the engine will render most of the map anyway because its visible anyway. Also func_areaportals are your friend. I myself never got them working but thats because Im lazy and not because they dont work. They're especially good in single player maps but I've seen them work in multiplayer (cs_assault for CS:S comes to mind). I can't find a tutorial at the moment but do a google search and see what you find. Good luck with the map.
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