His 'idea' is greatly flawed but he can't understand why he's being rated dumb. (???)
Another fantastic pageking...
His 'idea' is greatly flawed but he can't understand why he's being rated dumb. (???)
Another fantastic pageking...
Yes, we know lightmap scale affects bsp subdivision, there's a reason for that.
For optimisation.
Most literate member of Facepunch 2012.
But it looks Like shit because the light bleeds to the lower scale lightmap area.
genius
edit : why did you remove that masterpiece
edit2 : console messages in french oh god
edit3 noladu special edition : faut pas rager mon petit ))
I didn't rage, but I hate dumber, and troller.
I see...
Perhaps you should try a better translator?
My translator is my brain...
Ah, I see, so you're just a moron.
I was typing with my phone and the phone autocorrected "area" to "äreä", which is "grumpy" in Finnish.
Am I the only one who didn't know SDK 2009's hammer had a deferred lighting preview mode?
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Holy schitte!
A little something I'm working on since I got inspiration from Alan Wake, the pine trees are temporary placed to get a feeling of how it could look so theres floating trees and shiet, still working on the displacements and trying to get the hang of this sculpting tool I never used before.
Edited:
Oh and yeah, the highway is not close to done in this picture.
You may want to add some sidewalks and rails at each side of the road.
:itsbeautiful:
South Korea/China?
Also, phx?
not phx but close
wuhan china
Highways don't normally have sidewalks.
Yep, but they would have shoulders though.
Bridges don't usually go over water without barriers![]()
Posting to confirm these are PHX tracks before Black Ice does
Though I am mildly concerned about that switch curve in the fourth picture
Merge it with what thingshappen is working on for maximum awesome.
You should blend the grass and the gravel so it's not a straight line
New cityrail
Edited:
Without city.
You devil! A cityrail without a city?! FIENDISH!
(Post 666)
These are PHX compatible tracks, the switch curve is fixed now and I'm getting Black Ice to test it so it shouldn't have any train related problems.
I would but it'd look awful on corners, even when stretching the displacement into a curve. Blendmodulate might sort it, and I might mess about with it later on.
Highways usually have dividers.
I decided to continue with my shader showcase map for my mod. This is just one of the 4 interactive shader slabs I'm gonna have in it.
To make your video smoother without having to press theses buttons you could use console command.
ent_fire A nameofthefunc_rotating toggle
Etc. Just a nitpick, this should help to see your shader instead of looking down on the buttons :3
Nice material nonetheless.
Well it's to show off the interactivity, so that's why I pressed the buttons showing that you could stop and start the func_rotating entities.
Oh well, I thought the you were demonstrating a material. Sorry :L
Also I've uploaded keysiv onto garrysmod.org.
http://www.garrysmod.org/downloads/?a=view&id=128622
Although I suspect being banned for this (still, this would be unfair) since I couldn't upload any version of the map due to size limit. Even the light version which is like 80mo won't upload. So I ended up making a .zip file with the links to download the map in it. (in a .txt file).
I do like the atmosphere in the first picture. But that house in the last one looks real blocky, change the roof I'm thinking.
The stairs in the first picture are repeating quite badly, and the last house like pointed out before, but overall it is going quite well.
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More work on that corridor which I posted a month ago. The lighting is temporary. Kudos to Cbast for the textures.
Finished my wet shader, yay.
Now to make another 3 interesting shaders and finish this part of the map (there's more that I've done, it's just not compiled yet.)
What the shit, it didn't upload in HD dispite me fucking uploading it...