I love all your broken doors.
I love all your broken doors.
"I will add lights, detail, underground portions, more rooms, bug tweaks, etc. It's still not nearly done."
it looks ok, you got some nice building details.
to bad the video is in fullbright though
Edited:
@ CanadianBill
tbh it's nothing new, or special. it's a fullbright map that has elements that have been used since since the dawn of gmod. of course you're just going to counter this with 'fuck you it's wip'.
you should use a custom brick texture the current one look bleh
I made something like this a few years back in a jump rope map for zombie master. Although it looks like you used particles, I used like func_smokevolume with sprites and crap EXTREMELY laggy at times but still cool.
Post #327
Oh cool, got I/O flowGRAPHS working in hammer.
![]()
Cunt. :)
The smoke seems to fade too abruptly. It should start fading out sooner.
I think it looks pretty cool like that, I also think it's pretty cool.
Yeah it's pretty cool
Better?
It's so cute!
Good God, I just discovered that you can just drag the manifest window out of the sidebar to get rid of it. It doesn't really matter when you have a 1080*1920 monitor, but damn it gives me so much more space on my small laptop.
Cool, I just figured out my speakers are flipped from this.
Thanks![]()
I was gone all day and there's only 2 new posts :( I was looking forward to coming home to new content oh well
Light props maybe.
Perhaps some interesting lighting would help.
Like skylights or hanging lights.
Pipes
I meant aside from lighting, but I'll try out the pipe thing. Maybe some visible in the floor, like having a metal fence covering it up but have some pipes underneath.
Ship content is bad for use nowdays, look at all those low res textures![]()
I think it looks great!
Firstly I'd say you need some bright lights, the walls are really brightly colored, and bright colors reflect light the room is far too dark to compliment the colors. Brightening the lighting will also help to make it feel slightly more full.
Secondly you're taking a Mirrors edge style. Try playing the game and searching for similar areas, if I recall correctly there is a sorting office/warehouse very similar to yours.
Your layout is still too mainstream.
My advice would be to increase the brightness of the ambient light, and yes, put light props inside but turned off - use as much natural light as you can. Also, get them brick textures aligned! Find a stock brick texture and align that first, then replace it with the one you want to use (if you can't see the bricks in Hammer).
So 6 more hours until Dear Esther is released, you all excited?![]()
I would be if my desktop wouldn't have completely failed
I'd buy it just to figure out his methods
Edited:
from his twitter:
Robert posted:
Fuckin' sweetRobert posted:![]()
I can't wait for Dear Esther.
Also, I finally passed my driving exam today, so I'm double happy.
Congratulations. I almost failed mine on my eye test. The instructor chose a car where the last letter looked like a P, but was actually an F. Rest went like a charm...thanks to being an automatic test :)
If a model says it doesn't have any prop_data in the Hammer model viewer, it can be used as a prop_static. If it says something like "wood", it has to be prop_physics or prop_dynamic_override.
I used to have a picture for this, but I can't find it.
I usually just go with:
Does it have any animations?
no -> static
yes -> Does it need to move?
no -> dynamic
yes -> physics.
That's not a good description.
Check the model info tab. If it says that it can be a physics or static, it can only be physics. If it says dynamic or physics, it can be either.
Yes, but that's not what I was describing. The info tab isn't always accurate.
Prop_physics can't have animations though.
Please tell us how to do this.
It doesn't even work right, but it's from the VIDE tool Terrenteller made.
Tell that to Wheatley.
...Oh and DE was pretty frickin' SWEET.