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WIP in WIP, post your level screenshots!

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Looking good Mino!

Why did you trash the other prison maps? They were good...

not imo, they were just stupid corridors with crappy lights :)~

i made the trees!!!!!! HUAGHEKEKEE

very nice looking minos let that demo be done now!!!

ya peris, and I'm also gonna use ur lab stuff (that are really great btw) :)~~

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/inhales long, exhales deep...

first map posted at the core... i realize the obvious errors like the trees going into the lighthouse. Ill do some grass blend textures on the top of the cliff, and i dont know what im going to do with the lights on the house. But, whatever.

so what do you think? extreme suck or just a little suck?

newnewlol00071yf.jpg

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Looks decent mike, but it's badly in need of displacements. Some to make the ground more uneven, but especially some to create realistic cliffs - the current ones look sub-Hl1.

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I don't got much time for mapping theese days(blame school and team leading), but I am working on SoW2_Omnicron. The map is indeed WIP as it's only ~5% done. It does not in any way represent the quality of final SoW2 maps.

omnicron.jpg

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To Mike...Would be nice to see some more character on the house.

I don't know how far you are into the map but the house seems very generic and doesn't really have any style to it. Maybe play around with some backdoors with stairs coming off, balconys, inlets, gutters, shutters that flap in the wind (?) and other things that add more depth and feeling to the house.

Also based on the texturing it seems like the house could have been plucked out of that HL2 map on the coast...

Don't mean to be ripping you out on something that you haven't spent much time on, so ... :oops:

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Yea, it needs gutters i guess. Or wait, ive got an idea - i blast a huge ass hole through the side of the wall!

There are displacements there, just not too bumpy yet, ill get on that.

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looks great ferret

is there any way to toy around with the shadow settings in unrealed? So it doesnt add those weird unrealistic black lines in corners. I mean there should be a little bit of shading there but not that dark

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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 world space masks texture uses the red channel to select which version of the sprites to use -- 0 is version A and anything more is version B. 

      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. 

       

      All this means sprites still get placed by vbsp on map compile, so they still use displacement alpha for the placement, but the new masks can manipulate sprites size and color after map compile.


       

       
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