KoKo5oVaR Posted October 22, 2005 Report Posted October 22, 2005 Future would be cool if we can do everything in one piece in a 3dsoft such as 3dsmax, painkiller for example :x Quote
-Stratesiz- Posted October 23, 2005 Report Posted October 23, 2005 It's funny how source is considered old after just one year since its release, even before a single serious and big mod project has been released. Quote
Zacker Posted October 23, 2005 Report Posted October 23, 2005 Maybe not old, but rather outdated. I have considered it as outdated since I realized how very little next-gen it actually turned out to be. Quote
von*ferret Posted October 23, 2005 Report Posted October 23, 2005 I was totaly telling people that Lighting in source is amazing in my opinion, but thats all it got. Quote
PhilipK Posted October 23, 2005 Report Posted October 23, 2005 well better to see good stuff in present gen than bad stuff in next gen Quote
hessi Posted October 26, 2005 Author Report Posted October 26, 2005 hey guys. it's curious: i am bored but i got no motivation to do anything that would push the progress of my map. i hope spending time on other things will help. today i made this texture and model: here is one of my photos that inspired me. watch the trimming walls on the left and right. hessi Quote
jayrabbit Posted October 26, 2005 Report Posted October 26, 2005 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. maybe it's a stupid question, but how can you include them in the bsp file? i don't get it. also i don't really understand how the detail.vbsp works. i thought there's only one detail.vbsp file for the entire game. so if you give your map to someone else you need to give him your modified detail.vbsp as well or else he would have a map without grass. right? but what if this person gets another custom map from someone else + another modified detail.vbsp (which overwrites yours) - your map would be without grass... i never worked with detail.vbsp before, so maybe i misunderstood the issue. /by the way the wall looks great, but again ingame it's going to suffer from source's bad lighting system. Quote
ReNo Posted October 27, 2005 Report Posted October 27, 2005 /by the way the wall looks great, but again ingame it's going to suffer from source's bad lighting system. I agree - things like walls should really be built with world geometry or your missing out on lightmaps. I get that you want to keep the detail along the top of the wall, but I'm not sure the increased detail will be worth the worse lighting. How much subdivision do you have in the wall? If there are lots of vertices on the front face of the wall then vertex lighting could suffice I guess. Quote
FrieChamp Posted October 27, 2005 Report Posted October 27, 2005 hey guys. it's curious: i am bored but i got no motivation to do anything that would push the progress of my map. i hope spending time on other things will help. today i made this texture and model: here is one of my photos that inspired me. watch the trimming walls on the left and right. hessi I am no artist, but that wall looks fuckin sweet! Quote
hessi Posted October 27, 2005 Author Report Posted October 27, 2005 the detail.vbsp is only an information for the bsp compiler. If you compile a map with detailsprites, you will see the process "lpacing detail props" (i think its called like that) and the positions of the sprites are now predefined in the bsp. if you want to you could delete detail.vbsp now. it weould not have any effect. e: thx friechamp Quote
jayrabbit Posted October 27, 2005 Report Posted October 27, 2005 I see, thanks! But what's with the detailsprites.vmt, how can you replace the original one without getting problems in other maps? Quote
hessi Posted October 27, 2005 Author Report Posted October 27, 2005 i told you to include it in the bsp. bsp > folder on HD > file in the gcf that's the resources hierarchy. Quote
Dr.DK Posted October 27, 2005 Report Posted October 27, 2005 Especially the screens on the first page look promising. It's kinda cramped though, no? Quote
hessi Posted November 3, 2005 Author Report Posted November 3, 2005 displacing to hell no model for the stairs. the lighting sucks anyway... Quote
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