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WIP in WIP, post your level screenshots!

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the roof on the right has its modeled trim unaligned atm so its causing the black line there. OTherwise not really. I could up the ambient lighting but that makes things look bland in my view. Trying to finish the work and get everything textured so I dont have to show the level off using the "light scale" render mode lol

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Bastard child of Prince of Persia and HL2 (using stolen CS:S assets as well as my own manglings). Didn't end up looking as good as I thought it would. Fortunately, I've lost the VMF into oblivion, so I guess I'm starting from scratch now. *shrug* :)

EDIT: Already mentioned the lamps in the third screen are obscenely low, btw

1918_1.jpg

1918_2.jpg

1918_3.jpg

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some cool stuff there.

be a really neat cs:s level... like a broken down iraqi palace after it's been bombed.

i'd hit it

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The pic of "Thevon" looks very nice and promising!

Great theme & great visualization.

I can picture it, with that honorfull look of the buildings in that cute perfect colorfull fairytale with the small river floating under the bridge and that great waterfall at it`s beginning!

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Mike-o: lighthouses are meant for the night. Overday u arent blinded by them, so it would look better if u just delete that sprite. Same for the lights on the house, in broad daylight ppl just dont have their houses shining with blinding lights

Zackah: It looks just a little bit like de_cbbles ct spawn, except the stuff on the left, which doesnt fit to the theme (the sewerpipe with electricity wires and combine architecture)

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CJ: I really like your idea of combining Prince of Persia with high tech HL2 stuff! It is very close to what we are doing with Sands of War 2. If done well, such as with your map, theese themes play up well against each other.

I also really liked you HL1 map persian:)

RD: Nice spottings! That is the de_cbbles ct spawn:) Yep, you are right that two themes don't fit. They are each teams base and in later versions they will be placed far from each other.

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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

      First, the detail sprites material - it's 2 detail sprite sheets side by side, so version A and version B. The different versions have to have same sprite positions and sizes. You only specify version A coordinates in the .vbsp.


      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.

      The world space tint texture is pretty self explanatory, controls what color to tint the grass, 127 grey means no tint. 

      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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