I used dispgen to make my heightmaps. it works quite nicely.
Oh hey, pageking better post something interesting
Raaarrrr
I used dispgen to make my heightmaps. it works quite nicely.
Oh hey, pageking better post something interesting
Raaarrrr
A Command centre or control centre, just made it for fun. It's inspired by the original Avp and the table used in aliens to map the atmosphere processor.
The ceiling looks like shit, make it higher and add metal bars, cables, or small vents and stuff.
And align the vent texture on the left, or move the powerbox thingy away from that wall.
Besides that, I really like the feeling of it ;)
Agreed with Pyth, try and recreate things that you know well, such as you or a friends place. Tends to work for me. Don't freak out and take a bunch of pictures and make it perfect, just do it the best you can and leave room for creativity.
That post was from 5 months ago.
I like it either way.
I don't think it matters too much, if the thread is still alive then it is still a relevant point to be made.
Im having a bit of trouble with my map, and I can quite figure out whats wrong. Basically, when I compile my map with VRAD my map will crash when loaded ingame, but if I run it without VRAD it runs fine.
Here is the compile log, didnt compile with VVIS (Doesnt make a difference for map crashing or not)
http://pastebin.com/bC17UHbb
I just exported the height map and used that to make the mesh in 3ds Max.
My only guess is this: 1 degenerate faces.
Interlopers says it can typically be ignored but maybe you're the one unlucky dude who gets his map fried because of it.
EDIT:
InterlopersErrorSHITFIXER posted:
So I've been without internet for the past 5 days because of some bills issue, but I have been somewhat busy with some skyboxes since my computer is just sitting here.
Sky_cloudy004
Skybox - 3.51 mb
sky_sunset001
Skybox - 2.49mb
You made these? Damn... Very nice. You should consider making a night sky box for a moody dark map. I would use it ^__^ (With your permission of course)
Holy crap, that's beautiful. What are the exact light properties for that?
Look in the text file.
"snip" figured it out.
404'd
Fixed it.
Edited:
Fixed it again...
I looked for rocketpascal but didn't find anything except Rocket Pasta. Seeing what you did is pretty impressive, even inspiring. Can you get me a link to his videos please?
Did you only search youtube? You can find good stuff on sites as well.
Nah, nothing on the entire internet.
I would just search for the topics then and see if he comes up... Or we could just wait for a reply haha
I'm getting a Dropbox 404 on both of those.
EDIT:
Hold on, the cloudy one just fixed itself. Only the Sunset is broken.
The sunset one is still broken.
Just look at the actual url and you'll see it ends with .rar' , just remove the extra '.
Pro.
Its only missing the .rar at the end of the link as pyth stated.
https://dl.dropbox.com/u/55412016/te..._sunset001.rar
Working link above.
Excuse me, his actual name was "rocketrascal34".
Tutorial series:
http://www.youtube.com/playlist?list...4&feature=plcp
Testing out procedural heightmaps.
Sounds fancy. Is there some kind of tutorial or program download?
Yeah, it's called HME. It was a bit difficult to learn to use at first, but I can give a brief description of all I did to make it.
Link: http://hme.sourceforge.net/
Once you download it, open it up and it will look like the dopplar radars do under a thunderstorm, simply click save (the floppy disk icon), and under the file type (the dropdown where it says .hmp), choose .bmp instead.
Remember where you saved this, because for the next program you'll have to re-open it, you'll need dispgen located at:
http://www.chaosincarnate.net/cannon...rogram=dispgen
Open dispgen, where it asks for a heightmap file, browse to the .bmp you just saved. Now open hammer and create two new .vmfs. One will be the one you place all the displacements in, and one will be what dispgen calls the target .vmf.
Make sure you can distinguish the two, and select the target .vmf where it says to. Don't mess with the other options (unless you know what you are doing) and click generate. It will say completed.
Now open that target .vmf, and voila, your displacement is ready. To make them look like hills I had to do quite a bit of smoothing via the paint geometry tool in hammer, but that's it.
So I spent a bit of time making a map to use in SFM when I get it.
Anybody know where I could get a skybox suited towards stormy weather?
test map for volumetric light
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Would be nice if you made the room a little bit wider, in my opinion. It doesn't look like there's enough space between the sofa, coffee table, and TV cabinet.
The "day 3" skies from Half Life 2 are overcast, but still pretty bright. cs_office works as well. Episode 2 comes to mind.
Looking through the Sky List, L4D2 has a whole bunch from the flooded town campaign. Those should be pretty easy to port over.
Try the TF2 skybox sky_alpinestorm_01, looks like a charm.
Use gcfscape to extract and put them into your game/materials/skybox folder, you just need to edit the .vmt's to fit the new image path.
I expanded the the room a bit(http://filesmelt.com/dl/Wideload.png). Only issue now is that the walls feel kinda bare.
Put a rug underneath the coffee table and maybe some paintings/pictures on the walls, as well as a potted plant or two in the corners or on top of the TV cabinet.
(please ignore the lack of doors, they don't show up in SFM)
Looks nice, but the textures on the posts on the porch look a bit too similar to the house (if not the same)
ohhh right i should rotate those by 90 degrees
scratch that i'll give em a new texture