1. Post #3961
    I HAVE A SQUID FETISH
    IronPhoenix's Avatar
    April 2005
    8,217 Posts
    Sprites rotate, what is he meant to do?
    Maybe break up the concrete with a dirt displacement.
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  2. Post #3962
    R@Rdeathmatch's Avatar
    November 2010
    859 Posts
    You know that's a thing that actually happens right?

    Yes your right, but is still strange

    Edited:

    Maybe break up the concrete with a dirt displacement.
    That's a good idea.
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  3. Post #3963
    Gold Member
    dj_night's Avatar
    January 2008
    1,057 Posts
    Still haven't quit on the dock.

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  4. Post #3964
    R@Rdeathmatch's Avatar
    November 2010
    859 Posts
    Still haven't quit on the dock.

    You want to release this as a map ??
    If no try using custom texture for a better look.
    If yes then try find better textures, at least for the dock
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  5. Post #3965
    Abused by Girlfriend
    geogzm's Avatar
    January 2010
    19,027 Posts
    Still haven't quit on the dock.

    Why are you using combine wall textures for a dock?

    Edited:

    As obvious as this may sound, wall textures for walls, ceilings for ceilings and floors for floors (most of the time). That dock needs wooden textures (although personally I think you'd be better off finding a prop dock)
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  6. Post #3966
    Fuck You, Laren Faust
    Banshee FrieNd's Avatar
    July 2009
    2,425 Posts
    Sprites rotate, what is he meant to do?
    Use a model/plane.
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  7. Post #3967
    paulisdead18's Avatar
    March 2010
    1,028 Posts
    Still haven't quit on the dock.

    Just use wood textures for the dock. It looks nice aside from the textures. All you really need to do is just texture it differently and it'll look fine.
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  8. Post #3968
    Problems are hidden solutions (c)
    GoldPlatinum's Avatar
    November 2011
    1,806 Posts
    Maybe break up the concrete with a dirt displacement.
    Or just and overlay
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  9. Post #3969
    Gold Member
    dj_night's Avatar
    January 2008
    1,057 Posts
    Why are you using combine wall textures for a dock?

    Edited:

    As obvious as this may sound, wall textures for walls, ceilings for ceilings and floors for floors (most of the time). That dock needs wooden textures (although personally I think you'd be better off finding a prop dock)
    The map is not set in the Half-Life 2 Universe, so in my opinion people shouldn't relate it just because it's textured like that. Just showing my point, but yes it still doesn't fit.

    Edited:

    You want to release this as a map ??
    If no try using custom texture for a better look.
    If yes then try find better textures, at least for the dock
    Usually I make the whole map and in the end, if it's worth a release I release it. This one is still in heavy development, this lake is just part of the whole mess inside my head. Man, I gotta start sketching up before mapping.

    Edited:

    Dock is now made of wood. Added a metal frame for realism purposes.

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  10. Post #3970
    R@Rdeathmatch's Avatar
    November 2010
    859 Posts
    The map is not set in the Half-Life 2 Universe, so in my opinion people shouldn't relate it just because it's textured like that. Just showing my point, but yes it still doesn't fit.

    Edited:


    Usually I make the whole map and in the end, if it's worth a release I release it. This one is still in heavy development, this lake is just part of the whole mess inside my head. Man, I gotta start sketching up before mapping.

    Edited:

    Dock is now made of wood. Added a metal frame for realism purposes.

    The dock look much better.
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  11. Post #3971
    Gold Member
    Zanarias's Avatar
    September 2006
    572 Posts
    Dock is now made of wood. Added a metal frame for realism purposes.

    AND THEN I DO THE SAME THING AS THE POSTER ABOVE HOLD ON A SECOND THERE WAS A POINT TO THIS.

    EDIT:

    Your dock sucks. It's a mish-mash of stuff that doesn't work together very well, especially the combine lights. The metal frame doesn't really add anything either, nor is it realistic. I'm going to break it down for you in a couple pictures.



    WOOD.



    WOOOOOOD.



    HOLY SHIT WOOOOOOOOD.

    Now here's the actual problem spelled out. You're trying to make this dock into some massive center point to the map. The problem is you've chosen an object that is, by default, really boring. It's a bunch of FUCKING WOOD in a line. It's the kind of object there to accentuate an overall piece with atmosphere, not an object that takes a dump on everything else with flashing lights and a giant "HEY I'M COOL STAND ON ME" sign.

    Make it humble and make it something the player would want to check out after a different center piece.

    If it makes you feel any better, what you have here is better than what you had before.
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  12. Post #3972
    Gold Member
    ~ZOMG's Avatar
    December 2009
    9,826 Posts
    You're trying to make this dock into some massive center point to the map.
    No he's not, he's just committing a large amount of time into a single asset of his map, like any decent mapper would.
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  13. Post #3973
    Gold Member
    Zanarias's Avatar
    September 2006
    572 Posts
    No he's not, he's just committing a large amount of time into a single asset of his map, like any decent mapper would.
    I think putting a bunch of dumbass lights on it indicates he's trying to get people to look at it and get excited about it. It's myopinion that the current implementation is obnoxious and draws focus to the wrong places.

    He has neat brush ideas (the torch thingies are cool), but it doesn't fit on the kind of dock he's going for.

    EDIT: I hope I didn't miss sarcasm here or something.
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  14. Post #3974
    Gold Member
    ~ZOMG's Avatar
    December 2009
    9,826 Posts
    My opinion is you're being a fucking douche. You don't need to insult him to critique him.
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  15. Post #3975
    GI Pwn's Avatar
    April 2008
    58 Posts
    I think putting a bunch of dumbass lights on it indicates he's trying to get people to look at it and get excited about it. It's myopinion that the current implementation is obnoxious and draws focus to the wrong places.

    He has neat brush ideas (the torch thingies are cool), but it doesn't fit on the kind of dock he's going for.

    EDIT: I hope I didn't miss sarcasm here or something.
    Perhaps he's just experimenting - regardless it isn't that big of a deal, it looks fine and goes with the rest of the scene.
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  16. Post #3976

    March 2012
    273 Posts
    lol. Makes me think of something like this.

    But I guess this could be for another map.

    I like the blue color of the lights but, it doesn't seem appropriate for day time.
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  17. Post #3977
    Gold Member
    dj_night's Avatar
    January 2008
    1,057 Posts
    lol. Makes me think of something like this.

    But I guess this could be for another map.

    I like the blue color of the lights but, it doesn't seem appropriate for day time.
    Just thought about that some minutes ago, I'll probably only leave 6 lights total on the dock, 2 at each end and make 2 versions of the map, day and night. Day version would have the lights off and night version would have them on.
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  18. Post #3978
    wizardsbane's Avatar
    January 2008
    372 Posts
    Haven't mapped in ages, barely mapped even then. Had a sudden urge, so I just tried to reproduce an image in Hammer. Jesus this was exhausting.

    My imitation:


    The actual thing:
    http://upload.wikimedia.org/wikipedi...s_artistic.jpg
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  19. Post #3979
    Wishes he could fit in with the mapping section..
    TurtleeyFP's Avatar
    June 2010
    2,748 Posts
    Haven't mapped in ages, barely mapped even then. Had a sudden urge, so I just tried to reproduce an image in Hammer. Jesus this was exhausting.

    My imitation:


    The actual thing:
    How'd you get those reflections? What engine version/game is that in?
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  20. Post #3980
    wizardsbane's Avatar
    January 2008
    372 Posts
    How'd you get those reflections? What engine version/game is that in?
    Too many hours constantly adjusting cubemaps that I still couldn't get to form those amazing reflections in the photograph. Half Life 2: Episode 2, Source 2009.
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  21. Post #3981
    Fuck You, Laren Faust
    Banshee FrieNd's Avatar
    July 2009
    2,425 Posts
    Too many hours constantly adjusting cubemaps that I still couldn't get to form those amazing reflections in the photograph. Half Life 2: Episode 2, Source 2009.
    Should maybe disable the Normal map on those materials, or maybe "mat_bump 0" and show the results. That could fix the reflections.
    and run buildcubemaps twice to get the double reflection.
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  22. Post #3982
    Flyguy13's Avatar
    September 2008
    98 Posts
    Working on a remake of Delfino Airstrip from Super Mario Sunshine.



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  23. Post #3983
    wizardsbane's Avatar
    January 2008
    372 Posts
    Should maybe disable the Normal map on those materials, or maybe "mat_bump 0" and show the results. That could fix the reflections.
    and run buildcubemaps twice to get the double reflection.
    I have no idea how to disable the Normal map, and "mat_bumpmap 0" messes up the entire reflection. It becomes inverted and without the bumpmap, there are little squares where the light isn't reflected.
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  24. Post #3984
    Fuck You, Laren Faust
    Banshee FrieNd's Avatar
    July 2009
    2,425 Posts
    I have no idea how to disable the Normal map, and "mat_bumpmap 0" messes up the entire reflection. It becomes inverted and without the bumpmap, there are little squares where the light isn't reflected.
    That means it's looking for a reflection map, which is stored in the normal map's alpha channel. Just remove the line in the Vmt "$normalmapalphaenvmapmask 1".
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  25. Post #3985
    Gold Member
    dj_night's Avatar
    January 2008
    1,057 Posts
    Here is a video of my map.

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  26. Post #3986
    nicoreda's Avatar
    March 2012
    98 Posts
    Here is a video of my map.

    You need a lot of work on lighting.
    Edit: And it's to blocky, make models.
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  27. Post #3987
    Gold Member
    Firegod522's Avatar
    March 2008
    11,531 Posts
    Working on a remake of Delfino Airstrip from Super Mario Sunshine.



    Might I ask how you are porting this?
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  28. Post #3988
    Gold Member
    dj_night's Avatar
    January 2008
    1,057 Posts
    You need a lot of work on lighting.
    Edit: And it's to blocky, make models.
    Lighting never was a strong skill of mine. And I've never done models.
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  29. Post #3989
    I HAVE A SQUID FETISH
    IronPhoenix's Avatar
    April 2005
    8,217 Posts
    Lighting never was a strong skill of mine. And I've never done models.
    And you never will unless you push yourself.
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  30. Post #3990
    aleksas17's Avatar
    January 2012
    107 Posts
    lol. Makes me think of something like this.

    But I guess this could be for another map.

    I like the blue color of the lights but, it doesn't seem appropriate for day time.


    why do i even try :(
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  31. Post #3991
    I make awesome maps that never see the light of day
    oskutin's Avatar
    January 2007
    7,174 Posts
    You forgot one thing...
    Those pylons have lights, and those candles should only have sprite.
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  32. Post #3992
    Wishes he could fit in with the mapping section..
    TurtleeyFP's Avatar
    June 2010
    2,748 Posts
    Might I ask how you are porting this?
    It turns out that GameCube maps use as one kind of a mesh/displacement file that they use to prevent corruption, and it's pretty similar to a .nav file type. There's a program that works like VMEX (guessing where brushwork is located based on nodes and corruption protectors) that can convert it to a document, which can then be turned into a VMF. I don't know how he got the textures.
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  33. Post #3993
    Flyguy13's Avatar
    September 2008
    98 Posts
    Might I ask how you are porting this?
    It's a pretty complicated process but here's a basic rundown of what I did:

    -Extract the packed map from the rom using Dolphin. (ex. airport0.szs)
    -Run the .szs file though yay0dec and run the resulting file though rarcdump. You can get yay0dec and rarcdump here: http://www.amnoid.de/gc/
    -Find the file called "map.bmd" in the folder output by rarcdump and export it to a .3ds file (with textures) using bmdview2 (https://dl.dropbox.com/u/54317910/BMDVIeW2.rar).
    -Import it into blender and remove useless objects (shadows, overlays, other small things) then break it up into separate objects which will be used as reference or in the map later.
    -Import a character from a source game and a character from the game you're porting from and scale the map and game character to get the scale right.
    -Strip the map to it's absolute bare basics (terrain, major structures, etc.) and export the striped version into a .smd file and compile it to use as reference in hammer and repeat for each structure in the map.
    -Build brush/displacement work around the reference models.
    -Export models that cant/shouldn't be made with brushes to be used in the map.

    I'm obviously skipping a lot of steps here like porting textures, making collision models, etc. but that's pretty much it.
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  34. Post #3994
    Gold Member
    Firegod522's Avatar
    March 2008
    11,531 Posts
    It's a pretty complicated process but here's a basic rundown what I did:

    -Extract the packed map from the rom using Dolphin. (ex. airport0.szs)
    -Run the .szs file though yay0dec and run the resulting file though rarcdump. You can get yay0dec and rarcdump here: http://www.amnoid.de/gc/
    -Find the file called "map.bmd" in the folder output by rarcdump and export it to a .3ds file (with textures) using bmdview2 (https://dl.dropbox.com/u/54317910/BMDVIeW2.rar).
    -Import it into blender and remove useless objects (shadows, overlays, other small things) then break it up into separate objects which will be used as reference or in the map later.
    -Import a character from a source game and a character from the game you're porting from and scale the map and game character to get the scale right.
    -Strip the map to it's absolute bare basics (terrain, major structures, etc.) and export the striped version into a .smd file and compile it to use as reference in hammer and repeat for each structure in the map.
    -Build brush/displacement work around the reference models.
    -Export models that cant/shouldn't be made with brushes to be used in the map.

    I'm obviously skipping a lot of steps here like porting textures, making collision models, etc. but that's pretty much it.
    Nice. Now I might be able to finish my outset island map
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  35. Post #3995
    I hate my title.
    On-A-Freak's Avatar
    March 2009
    49 Posts
    Wind Waker! <3


    Also some progress on my CS:GO map:



    I know it's still empty and crappy. Time for some improvements!
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  36. Post #3996
    Page 100. Interesting.
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  37. Post #3997
    Jaded
    Pyth's Avatar
    April 2010
    2,200 Posts
    Page 100. Interesting.
    Armageddon104. Uninteresting.
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  38. Post #3998
    Gold Member
    Prez's Avatar
    March 2011
    1,595 Posts
    So I started working on my villa map from a while ago:






    I'm working on the outside right now really. I'm going to make it less blocky, and work on door/window frames more and then start on the inside.

    EDIT: From these pictures I can see a bunch of things I'm going to need to work on by the way. I haven't touched this map in over a month.
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  39. Post #3999
    masterwolf's Avatar
    February 2010
    337 Posts
    So I started working on my villa map from a while ago:






    I'm working on the outside right now really. I'm going to make it less blocky, and work on door/window frames more and then start on the inside.
    The texturing could use some tweaking too, like on the side of the stairs.
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  40. Post #4000
    Shirky's Avatar
    December 2009
    2,306 Posts
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