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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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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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.
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/
I'm a bit late but here
http://www.mediafire.com/?fdch38y0wctdbtn
Thanks a ton!
Thanks. c:
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.
Is this page loading horrendously slow for anyone else?
It's not much, but it's progress none-the-less.
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.
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.
More City Freerun? Heck yeah.
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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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.
Beta version now up on the Steam Workshop for GMod13
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.
Sorry I don't read every post in this thread. Looks good otherwise.
We'll bang ok?
get a room
Here's something I made half a year ago you might find interesting:
Love the light-Bouncing, Looks amazing.
i demand a vmf download
or a tutorial
Woot skylands
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Why is made of square bricks?
Rectangles actually, and it is broken stone bricks. More like Skyruins rather than skylands.
It doesn't looks good on the tiled road.
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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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.
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
You're right, thanks.
Compiling with "-StaticPropPolys" will most likely also fix this problem as well as improving the shadows in general.
A little update to the sky
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the stones prop really look out of place with the arch texture. Try with using the same texture.
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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