Jump to content
Sign in to follow this  
R_Yell

El Paso [Outlaws&Lawmen] (updated 17 jan)

Recommended Posts

Imo that looks friggin' fun, i've always enjoyed games with the same theme. Seems like your point is to make a fun mod and you aren't too accurate about the historical part, which is a good thing. Hoping to see this coming out near future. :)

Maybe i could try to participate as a level designer at some point if needed, working on another level atm tho. :?

Share this post


Link to post
Share on other sites

That's right, we don't want to be completely accurate, but on the other side, there won't be giant mechanical spiders neither :D Sometimes you need to stretch history a bit to fit with your game needs. We are using some late weapons as the winchester pump shotgun (1905).

We'll need mappers for sure teeluu, at the moment there are 2 levels made from zero by me and 99% completed, 2 more left undone and I'm taking care of them, and 2 more being made by other mapper (one of them almost done).

Our first need right now would be a world prop modeler, we'll gladly accept any contribution there. If someone want to model a steam engine plz contact with me.

I also want to comment my results using prop static lighting. That feature are incredibly buggy, but it works sometimes, mostly when prop isn't concave and is facing sun:

th_59855_elpaso_rc20003_122_502lo.jpg

Share this post


Link to post
Share on other sites

wohaa!

nice work! I can't wait to try this map and these maps :x

Too bad the physical objects leave shadows through underlaying surfaces :/

I have the same issues on some areas ... Damn Valve!

So, when can we expect this mod ?

Share this post


Link to post
Share on other sites

Shadows in Source Engine are so... painful. I speak in general, wish there weren't so many tweaks needed to get decent shadows all around.

There should be a release in the upcoming 2 or 3 months if doesn't happen a major disaster. All should be ready once weapon selection and experience system are finalized.

Share this post


Link to post
Share on other sites

Oh, the Lee van Cleef is nice! but, the double barreled shotgun in 3rd person is way too big :P

And yea, don't talk to me about shadows, try making a city scape cut in half where half of the building is in the main map and the other half is 3Dskybox. The specular maps are different + the shadows are different. I mailed Valve about that and did countless tests. In the end I had to make every texture that is cut in the 3Dskybox twice, the 3Dskybox one a bit darker than the main one. And this doesn't help the final overall texture MB's used. But it worked out fine, you can still see the seam in some points if you watch it closely (which no one ever will during combat). But Valve really makes it very hard on some issues for us simple mod-folk :P

Share this post


Link to post
Share on other sites

Stop complaining about shadows when you got a fully automated GI lightmap solution. You should try working with only vertex lighting and a static shadow system relying on shadows as meshes instead;)

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

×
×
  • Create New...