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Squinky

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Everything posted by Squinky

  1. (sorry for necro, but me and I'm sure some other people sometimes refer back to this thread occasionally when doing detail stuff, since there's yet a page on the VDC.) So I've done some testing on the world space masks and how exactly they line up with your hammer grid. Scenario One: Square Map This is pretty simple. Your tint/type mask is a square texture, and Source creates a bounding box around your map. If your map is square, this works out pretty simple and your world space mask will cover the entire map. It is aligned to the bottom left of the bounding box created (when looking down from the 2d top view in Hammer). Scenario Two: 'L' shaped map This is pretty similar to the square map - Hammer creates a bounding box around your map and aligns the world space mask to the bottom left. Even if your map has the corner of the 'L' in the top right, your world space mask is still aligned to the bottom left corner of your maps bounding box. Scenario Three: Rectangular Map The world space masks are still aligned to the bottom left of your maps bounding box, however it's important to note that they do not stretch aspect ratio! Scenario Four: Unconnected sections If your map has different sections (completely separated by void/skybox), a bounding box is created over your whole map and the tint mask is still aligned to the bottom left. Scenario Five: Map with large amounts of 'void' at the borders. So I've talked a lot about the bounding box of your map, however its also important to note that this bounding box is only created from the corners of textured displacements - the void does not count! This means if your map has a box skybox from one corner of the hammer grid to the other, but only has one small displacement in the middle, the bounding box only counts for that displacement. Scenario Six: 3d skybox next to your main map (not above or below) If there is a sky_camera in part of your level, that part of the level does not count towards the bounding box created. This means you don't have to put your 3d skybox under or below your level and it's perfectly fine being next to it. It's also important to note that I'm not sure exactly how the world space masks line up with 3d skybox, seems to be a bit different from a regular level (but who's gonna put detail sprites in the 3d sky anyway lol).
  2. Yellows and blues, low saturation is key. Have a look at this: Basically, use natural light colors for the sun/moon and the lights that are providing actual light for your map. To get that 80s neon look, use spots of color like neon signs, bright trims around things or colorful props.
  3. It's not your light environment settings that are garrish, it's your lights and light spots.
  4. I disagree, I really don't like the lighting. It looks unnatural and is very hard on the eyes. Couldn't imagine looking at this for a full competitive match. On a positive note though, the geometry is quite nice.
  5. CTs have to be limited to Galils and Dual Elites, since the SA Police force standard issue R4 rifle is basically a Galil and the Vektor SP1 pistol is a direct clone of the Beretta 92
  6. I found these pictures a while ago, its Pionen Data Center in Sweden. I remember asking jd40 about it, and he said he did use those pictures and the place as one of the references for Biome.
  7. It's almost the first result when googling "dixon square mall"
  8. Is it by any chance based on Dixie Square in Harvey, Illinois?
  9. T-rexer and I are teaming up again! We've had an idea for a golf course set in the Australian Outback - think lively red desert sand, punctuated by rich, green fairway! A line of gum trees border the greens with rich leaves that sprout along salmon bark peeling into tinged yellow. A green lake invites kookaburras to sing their daytime song while jam wattles surround a brick and mortar clubhouse, looming over the landscape. It's this very clubhouse that's in danger, and its up to you as a Counter-Terrorist to save it! WIP overview (workshop link in second post) Inspiration:
  10. Nice work everyone, well done.
  11. This is where you put a 1080p screenshot of your map to be used as a background image. Just pack it into the bsp with the same filepath and it should work (at least, it works for me). There's also a 360p option, but I'm not sure what that's used for, if it's used at all.
  12. Squinky

    Eternity

    1. Water is flowing in the correct direction. 2. Will fix that. 3. Geiger counter sound is a commonly used trope in video games to signal radiation. It's used though the entirety of Half Life 1 (and Black Mesa), the Fallout series and all over bomb crates at A Site Nuke and A Site Train. It's also present in Sub-Zero near the green goo pipes. 4. Will look into that. 5. It's a game. Random wood panels and scraps add detail and character. Sorry if you didn't like them, but they stay. 6. It's possible the terrorists lit the torches on their way up. And maybe things are being brought from the cave to the elevator, not the other way round. Anyway, no solid answers here as it's up to you as the player to imagine what might be going on. It's not really relevant to anything, but the theme of the map is science fantasy fiction, so a mild suspension of disbelief is not too much to ask. 7. As I said, it's science fantasy fiction, a location isn't necessary. It can be wherever you want it to be. Is it going to change anything if I set it in the Himalayas, or an island in the Azores? I don't think so. The named scientists are so named because that is T-Rex's and my IRL names. Sort of a 'credits' if you will. I think most of these 'issues' are minor nitpickings, and wouldn't actually add anything to the map if they were 'fixed'.
  13. Squinky

    Eternity

    If the amount of holes in a fence and a door's orientation are the biggest complaints people have, I think we did alright
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