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What I'm Working On, 2014-Forever

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Looks killer dude!

 

One small crit: the brick wall looks very dirty compared to the rest of the environment, maybe a clean glossy paint would look better imo:

Alternatively, I would dirty the place up a bit.  I feel like everything is too white and the transition outside is a little jarring (especially that floor, is that temporary?).

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Crikey that's hot.

 

Personally I think the dirty brick provides really nice contrast with the clean bits. Maybe you could scatter a few fallen leaf decals in the outside bits but that's as far as I'd go re: dirtying.

 

This is the fanciest greenhouse I've ever seen, they must be working on some super high-end top secret government shit behind closed doors!

 

What did you end up doing with the other side of the old crates in A?

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Those metal beams on the ceiling look heavy duty and needed for support, it makes no sense to me to then cut a ton of holes in them so pipes can run through.

 

I had to find something to complain about, top notch stuff  :rolleyes:

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This looks great man.  In response to the dirty bricks comment, I've seen plenty of office spaces that look similar to this, so I don't see this being much of an issue.

 

Alternatively, what I do notice, being an HVAC Design Engineer myself, those red pipes that appear to be fire sprinkler pipes are going right through what appears to be structural beams.  This almost never happens as the structural beams are too important.  I know this is a "realism" comment that doesn't factor in too much to a "fake" game, but just something I noticed as someone who works in the construction field.  It also looks like a handful of pipes just end into a structural beam, which doesn't make a whole lot of sense, I would elbow them into the wall so they appear to be going somewhere else.

 

Anyways, shit looks good man.

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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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