1. Post #3081
    Gold Member
    .FLAP.JACK.DAN.'s Avatar
    September 2010
    3,652 Posts
    Just some more progress on my map. I can only show the outside since there are too many rooms and most of them have no light in them yet.


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  2. Post #3082
    Most likely to die within the first 10 seconds of any Jaykin match
    Pyth's Avatar
    April 2010
    2,038 Posts
    Looks great so far. You may want to add trims to the corners though, such as:



    Also, roofing usually has a bit of thickness to it and generally hangs off of the sides a bit.
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  3. Post #3083
    nicoreda's Avatar
    March 2012
    79 Posts
    Just some more progress on my map. I can only show the outside since there are too many rooms and most of them have no light in them yet.
    Cool ! I want to see it finished ! :)

    My work actually, a "de_train" style
    http://cloud.steampowered.com/ugc/54...2F4C637ADCDB6/
    http://cloud.steampowered.com/ugc/54...4F48891A2C7A7/
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  4. Post #3084
    someguyihate's Avatar
    July 2008
    905 Posts
    After listening to some Mirror's Edge music, playing some Mirror's Edge, and downloading some Mirror's Edge textures, I decided to ignore my finals and make a Mirror's Edge styled map. Except it's on street-level. So it's not really Mirror's Edge styled.

    If anyone has a download link for any Mirror's-Edge-styled lamps (such as the one pictured in the below image) or any white benches, I'd appreciate your words.

    I'm a bit late but here



    http://www.mediafire.com/?fdch38y0wctdbtn
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  5. Post #3085
    Problems are hidden solutions (c)
    GoldPlatinum's Avatar
    November 2011
    1,577 Posts
    Thanks a ton!
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  6. Post #3086
    Wishes he could fit in with the mapping section..
    TurtleeyFP's Avatar
    June 2010
    2,144 Posts
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  7. Post #3087
    Gold Member
    .FLAP.JACK.DAN.'s Avatar
    September 2010
    3,652 Posts
    Looks great so far. You may want to add trims to the corners though, such as:



    Also, roofing usually has a bit of thickness to it and generally hangs off of the sides a bit.
    Thanks for the trim suggestion I will be sure to add that. Also for the roof thickness. Making it over hang will mess up the gutter system I'm going for.
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  8. Post #3088
    Thanks for the trim suggestion I will be sure to add that. Also for the roof thickness. Making it over hang will mess up the gutter system I'm going for.
    jesus fucking christ your house is huge


    edit: oh you snipped it the second i replied.
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  9. Post #3089
    Gold Member
    ~ZOMG's Avatar
    December 2009
    9,586 Posts
    Is this page loading horrendously slow for anyone else?
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  10. Post #3090
    I'm very important. I have many leather-bound books and my apartment smells of rich mahogany.
    Dosycool's Avatar
    May 2009
    449 Posts





    It's not much, but it's progress none-the-less.
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  11. Post #3091
    I HAVE A TOASTER FETISH
    mopman999's Avatar
    July 2009
    3,663 Posts
    IMO the wooden stair texture doesn't fit with the futuristic look of the first picture, and the walls of the second and third picture.
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  12. Post #3092
    I'm very important. I have many leather-bound books and my apartment smells of rich mahogany.
    Dosycool's Avatar
    May 2009
    449 Posts
    I was initially thinking the same thing, but it's a clean texture. The design of the level is meant to be modern and contemporary so I thought the clean black wood would suit it.
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  13. Post #3093
    paulisdead18's Avatar
    March 2010
    923 Posts





    It's not much, but it's progress none-the-less.
    More City Freerun? Heck yeah.
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  14. Post #3094
    I know nothing about you but fuck it here's a title
    Anthracite's Avatar
    December 2005
    1,575 Posts
    I can't add much more to this room considering I have other rooms that still have to be added to this map, so I guess any additional stuff will be for the final polishing part.


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  15. Post #3095
    NotExactly's Avatar
    March 2011
    901 Posts
    Been working on a L4D2 map set on a cruise ship. This is a bar/restaurant type thing:



    The light seems to be coming through the windows ok but through the skylight it's all blue, I can't work out why - I had to disable shadows on the skylight prop since originally it blocked out all the light. Oh, also, is it possible to, like cut parts off a model? I'd like the boats and doors and funnels and stuff from the boat in the Sacrifice, but they're all joined into one model and so unusable for me.
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  16. Post #3096
    Ataxia's Avatar
    March 2011
    166 Posts



    Beta version now up on the Steam Workshop for GMod13
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  17. Post #3097
    Gold Member
    GunskiMod's Avatar
    March 2008
    3,266 Posts
    Are your settings all the way up? Because those textures look a bit blurry.
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  18. Post #3098
    Ataxia's Avatar
    March 2011
    166 Posts
    Are your settings all the way up? Because those textures look a bit blurry.
    As I have said every single time I post a screenshot... My laptop is only a simple little thing that can't run things very high. It apparently forces things down even if I max it. Feel free to download it and see things for yourself.
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  19. Post #3099
    Gold Member
    GunskiMod's Avatar
    March 2008
    3,266 Posts
    As I have said every single time I post a screenshot... My laptop is only a simple little thing that can't run things very high. It apparently forces things down even if I max it. Feel free to download it and see things for yourself.
    Sorry I don't read every post in this thread. Looks good otherwise.
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  20. Post #3100
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  21. Post #3101
    Gold Member
    Appolox's Avatar
    December 2008
    3,708 Posts
    We'll bang ok?
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  22. Post #3102
    I HAVE A TOASTER FETISH
    mopman999's Avatar
    July 2009
    3,663 Posts
    get a room
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  23. Post #3103
    Stinger21's Avatar
    August 2010
    269 Posts
    Here's something I made half a year ago you might find interesting:







    It's not much, but it's progress none-the-less.
    Love the light-Bouncing, Looks amazing.
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  24. Post #3104
    johnny guitar was here
    comet1337's Avatar
    February 2010
    5,487 Posts
    Here's something I made half a year ago you might find interesting:
    i demand a vmf download
    or a tutorial
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  25. Post #3105
    "Sounds like something Stiffy would say."
    Stiffy360's Avatar
    May 2011
    1,906 Posts
    Woot skylands



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  26. Post #3106
    Gold Member
    ~ZOMG's Avatar
    December 2009
    9,586 Posts
    Why is made of square bricks?
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  27. Post #3107
    "Sounds like something Stiffy would say."
    Stiffy360's Avatar
    May 2011
    1,906 Posts
    Why is made of square bricks?
    Rectangles actually, and it is broken stone bricks. More like Skyruins rather than skylands.
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  28. Post #3108
    Gold Member
    ~ZOMG's Avatar
    December 2009
    9,586 Posts
    It doesn't looks good on the tiled road.
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  29. Post #3109
    Gold Member
    BloodYScar's Avatar
    May 2005
    3,076 Posts
    Any way to disable baked lighting? Would like to use that infamous dynamic light only to stop getting those ugly ass shadows.

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  30. Post #3110
    "Sounds like something Stiffy would say."
    Stiffy360's Avatar
    May 2011
    1,906 Posts
    Any way to disable baked lighting? Would like to use that infamous dynamic light only to stop getting those ugly ass shadows.

    Make them
    A: Prop_dynamic (solves it)
    B: Disable the shadows on prop static

    Also, you do NOT want to disable baked in lighting. Otherwise the map will look Ugly as heck.
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  31. Post #3111
    Gold Member
    ~ZOMG's Avatar
    December 2009
    9,586 Posts
    Make them
    A: Prop_dynamic (solves it)
    B: Disable the shadows on prop static

    Also, you do NOT want to disable baked in lighting. Otherwise the map will look Ugly as heck.
    The latter solution is best. Making them dynamic is completely unnecessary.
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  32. Post #3112
    Zay333's Avatar
    October 2010
    671 Posts
    I know this probably belongs on the Question Megathread but I really need an answer quick.
    Does anyone know where the material files for "tree_pine_card_cluster_01" (ep2) are located? (using GCFScape obviously)
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  33. Post #3113
    johnny guitar was here
    comet1337's Avatar
    February 2010
    5,487 Posts
    I know this probably belongs on the Question Megathread but I really need an answer quick.
    Does anyone know where the material files for "tree_pine_card_cluster_01" (ep2) are located? (using GCFScape obviously)
    propably in materials/models/props_foliage
    or something similiar
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  34. Post #3114
    Zay333's Avatar
    October 2010
    671 Posts
    propably in materials/models/props_foliage
    or something similiar
    You're right, thanks.
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  35. Post #3115
    Gold Member
    eichhornch's Avatar
    May 2005
    350 Posts
    The latter solution is best. Making them dynamic is completely unnecessary.
    Compiling with "-StaticPropPolys" will most likely also fix this problem as well as improving the shadows in general.
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  36. Post #3116
    "Sounds like something Stiffy would say."
    Stiffy360's Avatar
    May 2011
    1,906 Posts
    A little update to the sky


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  37. Post #3117
    azgag's Avatar
    May 2011
    551 Posts
    A little update to the sky


    the separate stones on the arches is a really nice idea, but as it is now, it doesn't look good nor makes sense (it looks like someone randomly glued them there). They should be blocky and follow the arch, just like this :
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  38. Post #3118
    I know nothing about you but fuck it here's a title
    Anthracite's Avatar
    December 2005
    1,575 Posts
    the stones prop really look out of place with the arch texture. Try with using the same texture.
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  39. Post #3119
    Gold Member
    Hostel's Avatar
    January 2009
    2,437 Posts
    Make them
    A: Prop_dynamic (solves it)
    B: Disable the shadows on prop static

    Also, you do NOT want to disable baked in lighting. Otherwise the map will look Ugly as heck.
    A. is a really bad idea because the engine assumes it's a prop that has animations, which uses far more resources than prop_static. The best idea would be to throw that model into light.rad and enable vertex lighting and texture shadows on compile.
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  40. Post #3120
    "Sounds like something Stiffy would say."
    Stiffy360's Avatar
    May 2011
    1,906 Posts
    A. is a really bad idea because the engine assumes it's a prop that has animations, which uses far more resources than prop_static. The best idea would be to throw that model into light.rad and enable vertex lighting and texture shadows on compile.
    Ahk :)

    More progress. release soon :D


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