sensee Posted June 30, 2005 Report Posted June 30, 2005 its the box from inferno izinit? oh you're right. inferno looks great, maybe i should start playing counter-strike. Quote
KornyBizkit Posted June 30, 2005 Report Posted June 30, 2005 That looks sweet, KB. Does HLRally Source still use "small scale" levels, or is it built like a normal map now since the source engine can tackle much larger areas? were sticking with the normal HL2 scale now that the grid is large enough. and yeah that 3d skybox is using the texture from inferno on a displacement. but i felt it needed to change, i wanted to make the skybox more life-like which is why i stuck in the trees and houses. Quote
RA7 Posted June 30, 2005 Report Posted June 30, 2005 Hey guys this is something ive been working on for HLRally:Source The first one is using an old skybox and lighting. NAAICCEE!! Quote
mike-0 Posted June 30, 2005 Report Posted June 30, 2005 fuck, my vmf was corrupted and i had to decompile an old bsp using vmex, so i lost alot of work. also, vmex cant do displacements right, so i have to start over on my terrain. FUCK EVERYTHING Quote
Algor Posted June 30, 2005 Report Posted June 30, 2005 Hot, Korny, I dig it, especially the roads... Quote
von*ferret Posted June 30, 2005 Report Posted June 30, 2005 korny you need to be more careful with your tree lines. A couple of the trees are floating off the ground it seems. But my biggest gripe is the plane of trees. I can easily see a line of trees that are presumably on an alpha channel. Try to break that up some how creatively so its not so easy to tell, because knowing they're just a flat plane breaks the illusion and removes the player from the experience. Quote
ReNo Posted June 30, 2005 Report Posted June 30, 2005 Mike-0, try renaming your .vmx file to .vmf - its an automatic backup. Its quite possibly corrupted too if the .vmf was, but its worth a check. Quote
ReNo Posted July 1, 2005 Report Posted July 1, 2005 Think this is my first time showing something in the WIP forum, and it isn't exactly the most orthodox map to be showing. This is my entry for the Snarkpit HL2 mapping contest, with this year's theme being "surrealism". I've taken a sort of coastal fortress theme, but going for an abstract hexagonal approach using only solid colour textures. I only started this tonight so there isn't much to see just yet, but I'm currently debating whether I should be adding detail or keep it true to its hexagonal charms. Thoughts, comments, suggestions? Quote
insta Posted July 1, 2005 Report Posted July 1, 2005 I think it looks great as it is. Too much detail in such a setting will just detract from the scene instead of adding to it. Quote
|FRITZ| Posted July 1, 2005 Report Posted July 1, 2005 I like the concept reno. The only problem I see is the props situations. Rusty barrels and delapated couches will kill the theme. But props are pretty much the cornerstone of hl2 dm. SOO i hope you know how to model Quote
Fullauto Posted July 1, 2005 Report Posted July 1, 2005 Oooh, cool. Kinda like the Giant's Causeway, but in primary colours: Quote
ReNo Posted July 1, 2005 Report Posted July 1, 2005 I can model Fritz, but I have no bloody idea what to model for this Even if I did model some things that fit the theme (flat coloured rocks, boats, logs, etc...), I don't know how they would look when placed in a world made entirely of hexagons I'm going to play around and see how this approach works when using smaller hexagons - it should allow for more detail without breaking the hexagonal theme, but it might take away from the blocky charm it currently has. Quote
Schmung Posted July 1, 2005 Report Posted July 1, 2005 Hexagonal trees would probably be ok and I think you might get away with some reasonable rocks as well. Maybe if constructed them out of smaller hexagonal faces as well? Quote
mike-0 Posted July 1, 2005 Report Posted July 1, 2005 reno, i like your old cel-shaded (er faking cell shading) map better. i understand youre trying to make a hexagonal theme, but... well whatever yep, the vmx thing worked youre a lifesaver Quote
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