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Posted

corsepowerofmodelling4ld.th.jpg

hammer screenshot with and without statics. as you can see the whole geometry this pavilion thing is modeldata. the lighting needs only few fixes. some shadows are too dark.

ingame:

corse00519xv.th.jpg

corse00489yg.th.jpg

corse00471aj.th.jpg

ingame there are still some things missing. some of those struts i modeled in maya still need to be exported. then the whole area needs more detail. a bell should be in this rooftop. in the interriour i will add some flowers and some ornaments and small statues.

stay tuned ;)

Posted

looks impressive

but I'm sure you could have done the pavilion thing in hammer as well. the lightmap doesn't work for models the same way as it works for brushwork, so the lighting looks a bit weird. also the physic model is never as accurate as brushwork (besides the fact that it must have been a pain in the ass to make the phys_model...)

Posted

to create those cusotm grasses you have to create a vmt and vtf in materials\detail called detailsprites.vmt and detailsprites.vtf

you might get problems with the server consistency. i didn't test it. to not _cheat_ in other maps you shall incule those two files later in your final bsp file. so the engine will load your textures only if you're playing the level they were made for.

changing the detail.vbsp is simple.

here is mine:


detail

{

	corse_grass

	{

		"density" "1000"


		Group1

		{

			"alpha" "0.0"


			Model1

			{

				"sprite" "0 0 256 128 512" 

				"spritesize" "0.5 0.0 50 25"

				"spriterandomscale" "0.2"

				"amount" "0.7"

				"detailOrientation" "2"

			}


			Model2

			{

				"sprite" "256 0 116 128 512" 

				"spritesize" "0.5 0.0 12 12"

				"spriterandomscale" "0.5"

				"amount" "0.2"

				"detailOrientation" "2"

			}


			Model3

			{

				"sprite" "0 128 126 198 512" 

				"spritesize" "0.5 0.0 20 40"

				"spriterandomscale" "0.2"

				"amount" "0.2"

				"detailOrientation" "2"

			}


		}

		Group2

		{

			"alpha" "1.0"


		}

	}

}

"sprite" "0 0 256 128 512"

defines were the upper left of the sprite and the size in pixels. the last value is the size of the whole texture.

"spritesize" "0.5 0.0 50 25"

last two values are height and width of the sprite in game units.

"amount" "0.7"

70% of the affected surface will get this sprite.

"detailOrientation" "2"

says that the sprite is fixed in the up axis.

Posted

looks impressive

but I'm sure you could have done the pavilion thing in hammer as well. the lightmap doesn't work for models the same way as it works for brushwork, so the lighting looks a bit weird. also the physic model is never as accurate as brushwork (besides the fact that it must have been a pain in the ass to make the phys_model...)

you can read my mind

Posted

Model looks great.

Its to bad that hl2 is so outdated that you can not create that with brushwork.

its too bad hl2 doesnt even have decent vertex lighting on it's models like certain other engines that are way older.

Great job on doing it as a model though :) eventhou i would have done the roof with brushes so there would be some decent shadows on that

Posted

Model looks great.

Its to bad that hl2 is so outdated that you can not create that with brushwork.

Yeah nice work but it is really bitchy that you need to get out of Hammer to create such stuff.

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