PogoP Posted December 23, 2009 Report Posted December 23, 2009 Messing around with the Spark editor... It's great! Brush tool is a bit dodgy at times, but I'm getting better at using it. Quote
sarge mat Posted December 23, 2009 Report Posted December 23, 2009 Yea been playing a bit with it my self. Love it so far, looking forward to doing a project in it when we can build maps etc. But yea the brush tool is a bit at times. Quote
dux Posted December 23, 2009 Report Posted December 23, 2009 I work entirely within the 3d view and have little problem. Do you use the pen tool or the rectangle tool? Quote
PogoP Posted December 23, 2009 Report Posted December 23, 2009 I primarily use the rectangle tool and then the line tool to make specific changes. It's very shaky atm though, doesn't seem to do what I want it to. Plus when you delete a face, the lines are still left in place.. Dux, I thought you were already working on NS2? Or are you still using Hammer for it? Quote
dux Posted December 23, 2009 Report Posted December 23, 2009 I've been working on NS2 for several months now with the editor long before it got released to the public. What I find is to use the line tool to create all your geometry and if you want to make a quick hole in something use the rectangle. Quote
PogoP Posted December 23, 2009 Report Posted December 23, 2009 Oh sorry I read your post wrong! I thought you meant you were having a little problem lol. I was working with the editor before it was released to the public too, Charlie sent me an email about it, but I think you had it a little before me. Quote
KungFuSquirrel Posted December 23, 2009 Report Posted December 23, 2009 I still need to play around with it at some point. All the new content looks pretty solid. Quote
dux Posted December 24, 2009 Report Posted December 24, 2009 What I see a lot of people doing is going way overboard on the use of props and it ends up looking like a jumble sale. I still incorporate a lot of brushwork into the map with the props to even it out and not look so overly busy. Hopefully the prop excitement will die down Quote
S.W.A.T.Y Posted December 25, 2009 Report Posted December 25, 2009 This is my next map that I've been working on for tf2 which I will be releasing after my current 5cp map one that I plan on releasing next week. The map is a dustbowl style map with 3 stages. Quote
Campaignjunkie Posted December 26, 2009 Report Posted December 26, 2009 The Dickinson residence, modeled with ~50% accuracy off the real thing (http://en.wikipedia.org/wiki/Emily_Dickinson_Museum) with a cross-processing color correction filter. I've been told that I should use detail props for the buttercup field instead of static props, but for a huge area like this (6000x6000) I think the hard-coded detail-prop fade distance (at ~1400 units?) would ruin the illusion of a full field. Even if the result doesn't look as good, I think I'd prefer a fuller looking field. Though either way, I'm pretty sure I have to use 1-bit alpha testing or else the overdraw will kill most computers, and thus it'll look more or less the same no matter what prop type I use. Thoughts, anyone? Quote
Lord Ned Posted December 26, 2009 Report Posted December 26, 2009 I believe there's a client command to increase detail draw distance. However there's a per-prop detail sprite overhead and for a super full field like that it might be easier just to leave it as a prop_static. Just know that lod's is probably encouraged. Quote
Froyok Posted December 26, 2009 Report Posted December 26, 2009 Just some little test, not a full map. (Full custom later, for the moment I use basic hl2 textures) Quote
Pampers Posted December 28, 2009 Report Posted December 28, 2009 thats pretty cool Terminator, would love to se a l4d map/campaign with a mirrors edge look Quote
VoodooBenshee Posted December 28, 2009 Report Posted December 28, 2009 @ Term!nator. everything is brushwork? love that "me" style Quote
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