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WIP in WIP, post your level screenshots!

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OK, i know this kinda topics are gay but I kinda felt we needed one.

If you aren't ready to start a new topic yet, this is the place for you!

Feel free to post any pics of your work. Could be serious work or from a map you started on a grey sunday :)

I'll start with a map i'v been working on for a long time now. I changed the mapname from co_tyr to co_mistral. PhilipK joined me in making it, and so far he made some very sexy textures:



/me lix blaz~~

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Guest Zeta

Just testing out the new style and looking at the new ents





Ill be pumping out a lot of c17 maps soon for sp and mp

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We meet again, Zeta!

Anyways; very good job. I can feel some of the City 17 atmosphere in those, which means your going in the right direction.

Ill be pumping out a lot of c17 maps soon for sp and mp

Same here, I'm looking forward to yours.

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Besides working on co_paragon I'm also working on the prison map for the c132 hl1 demo (I'm actually restarting it for the 3rd time heh). Anyway, its basically a gloomy prison on the alps with a secret lab complex, a morgue and sewers.

Here are the pics of the prison (I made most of the textures btw)




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    • Post in [decompiled] dz_blacksite
      Alright, I did some testing with the new detail sprites and found out how more specifically how they work. @Mamorex was on the right track but there's a few key things you left out. 

      Removing $alphatest from the material or adding $translucent

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      Next up, the detail sprites masks. Red and blue are for wind offset -- so you can have different parts of the sprites sway in the wind differently, you can see Valve isolated some blades of grass for this effect. The green channel is a tint mask and controls how much the sprites are affected by the $worldspacetint. 

      That brings us to the world space textures. They seem to automatically get resized to fit the whole map area, so it you resize the map you'd have to resize the textures too.

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      The green channel of the texture controls the sprite size -- 127 is default, with darker making the sprites smaller and brighter making the sprites larger. The vmt command $minimumspritesize controls the cutoff point for the sprites, so the sprites smaller than the specified value don't get rendered which can act as a placement mask. 

      I don't know what the blue channel of this texture does, changing it had no effect on the sprites for me. 


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