DCIM
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DCIM last won the day on April 21 2021
DCIM had the most liked content!
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zombi reacted to a post in a topic:
The random model thread!
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zombi reacted to a post in a topic:
The random model thread!
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melc311 reacted to a post in a topic:
WIP in WIP, post your level screenshots!
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Dabu reacted to a post in a topic:
The random model thread!
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Thanks Yea, I guess everyone here can relate because source is source but I'm having a pretty tough time trying to tune the lighting with no visual indication between compiling (._. ) I'm assuming you're mainly referring to the 7th picture? I think I forgot to re-solidify those roofs, shame I didn't catch that before but it should be an easy fix. The whole parallel halls set ( right hand background of 7th picture ) is still pretty rough in general though, it's a hard section to get good photographs from so it hasn't progressed much since the first uploaded version of the map [edit] yea those are from canals, just wanted to make the space a bit less empty - they'll probably be replaced eventually
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It's new! It's bright! I'm not sure my cubemaps are working! download link! [edit] also actually I'm not sure I mentioned this before but, like, all previous versions of this map are kind-of sort-of liable to crash frequently and without exception - but this one's not! I think! I guess my desktop's haunted or something? The maps it compiles always run fine on itself, but seem to break apart on any other device . . whoops? At any rate, this one was compiled on a different computer, and I haven't seen any issues with it as of yet.
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My first properly UV mapped & exported model The texture's mostly just detail mask right now, I'm pretty happy w it though so I might just leave it as is [edit] Started experimenting re-using the bones I already made to construct other exhibits, I'd say it's working well so far - still need to make a decent pelvis template but this ground sloth's skull arguably turned out better than the whale's [edit2] got an okayish pelvis now & redid some other parts, split the textures so the skull is its own thing, so I can reuse the same bones texture across all further exhibits if/when I make them. Also, just about now realized whales don't have collarbones - 'learn something new every day every so often I suppose huh Not gonna lie that really feels like the kind of thing I should have already known but oh well there you go I guess
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why the FUCK does blender only have a scale slider for reference images, and not a dimension slider I swear every time I open this program I am an inch closer to killing myself [edit] merry 4th annual me-trying-to-learn-blender-fest btw henlo it is i the spooky whale
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I realized - or rather, it was pointed out to me - that I haven't uploaded any new files since like . . oh wow quite a fucking while But I have been working on it! Just never really find a good time to compile since I'm still making big changes so there's always a rough edge somewhere Anyway, this time's no different, but I was kindly asked by someone (dare I call him a fan?) to upload a more recent version of the map, so here it is I suppose. ( well, not actually here - I'm continuing my habit of adding downloads to the main post up above )
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Question: how can I fully disable runtime shadowcasting on static props? (csgo) In order to get adequate (sun)lighting, some roofs have been set not to cast shadows - this worked fine when the roofs/ceilings were func_brushes, but now that I'm replacing some with static props, I'm noticing that although the compiler lets light through, in-game it seems to be ignoring the tag & overlaying real-time shadows anyway [edit] disabling shadowdepth fixed it
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Working with my new reference material, redoing huge swathes of the structure so my previous insinuations of near-done-ness are once more back in the aether. Gonna start logging all my changes in this post from now on because . . it seemed like a good idea? Rolling changelog; ------------------------- [ +18/06/2021] ------------------------------------------------------------------------------- wing exterior scaling fixed, new textures & models created interior for eastern & western 2nd floor (second meaning top floor bc British) ( herbarium pre-war interior ) & improved wing roofs redid front entrance ramp new stone handrail texture ( which seems minor but this texture is used A LOT and honesty the old one was total garbage ) new metal handrails ( actually I've had those for a while now but I'm not sure I mentioned them previously ) improved mosaic floor textures ( the main one wasn't actually tiled previously, but it's so noisy that you might not have noticed the edges unless you looked close ) all main hall second floor central ceiling tiles are now unique instead of using the same one 6 times, the ones above the lower part of the hall are still repeated (for now(?)) cleaned up parallel hall archwall textures turned main hall ceiling windows into models to fix translucency sorting issues & general quality enhancement various model and texture improvements ------------------------- [ +20/07/2021] ------------------------------------------------------------------------------- substantial improvements to stone handrail models ( second floor, bridge ) miscellaneous improvements to bridge & upper bridge area substantial improvements to second floor centrepiece brand new textures & models for wing pillars added raised walkways to dinosaur exhibit ( west wing ground floor ) added unique textures and models for back-facing wing sections rescaled & re-detailed west hallway & parallel halls re-detailed main hall exterior to match back-facing wing sections & updated north towers updated metal handrails updated mineral exhibition cabinets north hall: added skylight models & detailed exterior main hall: updated skylight models adjusted wing skylights ------------------------- [ +17/08/2021] ------------------------------------------------------------------------------- updated main hall / north hall first floor exhibition cabinets revamped main hall first floor "south-facing-doors" detailed front entrance added raised walkway in dinosaur exhibit & added tarpaulins to exhibition spaces new seamless textures for small pillar clusters in main hall / north hall adjusted main hall roof & skylights improved bridge & upper bridge handrail textures improved main hall staircase model basic detailing for front gardens sprinkled around detail props throughout building revamped main hall floor checkering ( balcony hallway & second floor ) east hallway: cleaned up skylight textures & created detailed window props fixed floor texturing around edges of main hall balcony & second floor new material for metal handrails using tf2's australium cubemaps west hallway: resolved scaling faults & added unique textures for opposing sections, misc. adjustments ------------------------- [ +06/10/2021] ------------------------------------------------------------------------------- fixed several missing mipmaps fixed a number of missing faces improved collision mesh on a number of objects adjusted east hall in-facing roof end detailed east hall south wall cabinets upper bridge mesh fixes minor improvements to main entrance towers minor improvements to wing towers updated model for main-north first floor connection window adjusted darwin centre placeholder HDR lighting improvements adjusted wall between main hall & north hall ( idk what to call it anymore ) ------------------------- [ +11/11/2021] ------------------------------------------------------------------------------- replaced dropship with custom whale skeleton prop added custom groundsloth skeleton prop in east hall added placeholder exhibits in western wing top floor misc. lighting changes ------------------------- [ +21/11/2021] ------------------------------------------------------------------------------- added outer fence & fenceposts updated entrance fenceposts corrected layout & scaling of extensions, surrounding streets & buildings added basic textures for surrounding buildings updated eastern extension texture cleaned up parallel hall ceiling textures improved west hallway roof geometry & brought texturing in line with east hallway fixed missing shadows in east & west hallway ------------------------- [ +10/01/2022] ------------------------------------------------------------------------------- misc. mesh & texture fixes/improvements + + + updated stained glass windows + basic outer tower interior added ( & a possibly-not-true-to-life stairway inside them to improve pathing ) ------------------------- [ +22/03/2022] ------------------------------------------------------------------------------- improved mesh & added exterior for main hall backwall added mammal/whale hall & darwin centre blockout parr.hall tweaks & improvements new textures for south-facing exterior ( & tweaked mesh accordingly ) mesh & texture tweaks for main hall interior balcony rescaled main entrance towers to facilitate interior space mesh tweaks & new textures on main entrance to-do's north hall exterior re-detailing ? east hallway rescaling & exterior detailing ? fill exhibition spaces with placeholder tarpaulins ? add outer tower interiors ? (optional) replace dropship w/ whale skeleton ? improve front landscaping & road ? add interactable doors ? Rough progress estimate main hall interior 95% main hall exterior 95% north hall interior 90% north hall exterior 95%+ west hall interior 95%+ west hall exterior 90% east hall interior 95% east hall exterior 90% parallel halls interior 90% parallel halls exterior 90% wing interior 85% wing exterior 95%+ wing towers (e) 90% main entrance 95% front landscaping 85% road & surroundings 72%
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Hey so I usually don't like to bump my threads unless I've got something to show but oh well Firstly, sort of antithetical to the point of this post but a short changelog; ( starting from my last post in this thread ) bunch of new textures & started modelling large parts of the exterior re-...structured(?) a number of large textures, to reduce wasted space & increase texture density on models + general model improvements fixed second floor dimensions reconnected building exterior and interior [edit] I've deleted most of this post because it was just me venting in tangents but the main point of it was that I'd (finally) found some much higher quality reference material - but since I only found it now it meant I'd ""have to"" start re-doing large parts of the project, which was kind of overwhelming
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I've always felt very strongly about , but my misplaced overemphasis hereof had honestly come to harm my work quite severely. Those of you who've only looked at the screenshots likely wouldn't have noticed, but I'm sure the few who actually downloaded the map will have been surprised by just how fucking low the texel density on many objects was - now working to fix this where needed & possible to try and bring the visuals into the current decade
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here's to my third annual tradition of trying to learn blender well, first time I tried it I just gave up after like 15 minutes because holy shit the viewport control is awful for newcomers & wow it's impossible to do anything without remembering 13 hotkeys Second time I made what could loosely be described as a horse ( following this tutorial ) and this time I actually used that same tutorial again, kept at it for a few days and I'd say I'm pretty comfortable with the controls now Quite happy with how it's turned out, guess I'll try to figure out UV unwrapping next
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I'd originally dropped doing the building's exterior, but it was pointed out to me that looking through the ceiling windows of - well - all of the parallel halls had you looking right through everything so clearly it needed to be fixed. (rough) changelog:
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Yup, that - uh - exists. It seems cool at first glance, but at least in my experience I'd say that wanes once you realize this doesn't *really* open possibilities to creating anything you wouldn't have been able to before. Plus it's kind of jank but maybe that's just me Oh hey while I'm in the screenshot thread anyway; I was playing with $color a bit and realized I'd been making my textures way too dark, so I've adjusted everything and am trying to improve the lighting a bit more
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DCIM reacted to a post in a topic:
The cost of games
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Pretty much in the last stretch now, managed to do some good work on it through the autumn break but still falling just short of what I'd confidently call the RC1. Finally got lighting figured out a bit though, and swapped out all the dynamic models for static ones - so better shadows and no more seams. Got nearly all the textures' colour and brightness normalized, and improved the meshes on all the custom props with much increased polycount as well as adding some more details while I was at it. Most of the map's detailing up till now had been done with - well - at lack of a beter phrase; hammer sensibilities. I should clarify that I have little if any real modelling experience, and rather have mostly just limited myself to working within the source sdk itself. This has caused some quirks in my work, such as that I (with very few exceptions) only create lines at relatively specific angles, as well as that I tend to be pretty conservative with my brushwork - well, conservative compared to someone using modelling software, but pretty liberal by hammer standards. On this map though, I hit the block and waterindice limit right before I intended to upload the first public version on here, so I had to start using propper to get that back down. Since that pretty much completely removed my constraints, I've been able to add much more detail than originally planned, which is kind of a monkey's paw since I'd hoped to be done with it much sooner. What was I getting at again? Oh right - so the point is that even though I'd converted most of the map details into props, they were still designed with ''how do I make this out of as few blocks as possible'' in mind, which means very large and often very elongated polygons. So, yea, I've subdivided them and tried to equalize the polygon size a bit, which has improved the lighting a lot. I've also culled some of what I considered redundant areas - in effect about half of the wing & parallel halls, since they were all just copies of oneanother. Some of the doors in the east hall are open now though, and the stairwell is fully usable now, too. Not very well detailed, mind you, but it's very hard to find references for it, nevermind create some acceptable textures.
