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WIP in WIP, post your level screenshots!


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Posted

Minotauro - The roads are 384 pixels wide, you can pretty much fit 3 buggies side by side on the road. WE have been making a source version for awhile, but over the past year the team has had a lot on, I traveled around europe for 6 months, fragmented did some traveling plus finishing his last year of uni, so just recently (the last couple of weeks) things are really picking up.

dissonance - I will add something there to make the road look right. At the moment when you go over it, it is like a bit of a jump

TeddyBear - As for the corners being so smooth, KoKo5oVaR is right they are displacements using the subdivide tool. It can be quite a tireless process sometimes having to raise and lower the corners, but I think it is worth it for the results. I plan on writing a tutorial on how to do it, plus a few tips that I have learnt.

Posted

I was iffy about the lighting. I'll still throw in props as I make them. Maybe some support beam structure in the middle of the room. I need some ideas on how to improve the architecture of the room. Also, those light beams against the wall have recessed lighting sources. I modeled a light fixture that go into the ceiling.

Posted

That'd be pretty cool. please do.

I have started work on a couple of tutorials on how to create the smooth corners. We have a Wiki type setup over on our site. So I just popped up a basic tutorial and an intermediate one.

The basic tutorial creates a flat 90 degree corner where the intermediate tutorial creates a 90 degrees corner but gives a bit of an angle.

I plan on also writing up an advanced tutorial to highlight all the other little things I have learnt, like making a cliff right on the side of the road etc

Anyway here is the link

http://hlrally.net/developer/mapping/

any feeback would be much appreciated, I have really written any tutorials before

Posted

Wow nice work with the vertexes. Too bad it's hl1/cs or something though, but of course, that makes it even better to have done all that without the displacement function for source!

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