1. Post #641
    Gold Member
    Firegod522's Avatar
    March 2008
    11,559 Posts
    Could try
    http://www.facepunch.com/threads/947473
    look for refract

  2. Post #642
    radu_iceman's Avatar
    September 2008
    1,257 Posts


    Still working on the sand texture.

    EDIT* Skybox is not made by me, you can find the original one aswell as similar ones here http://forums.epicgames.com/threads/...rge-images!%29.
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  3. Post #643
    Gold Member
    sltungle's Avatar
    December 2007
    6,690 Posts
    -snip-

    Nice textures, radu! That skybox is... sexy.

  4. Post #644
    Joannou1's Avatar
    February 2009
    261 Posts
    Still working on the sand texture.
    Hey radu, I do beleive you made the desert skybox?
    It looks really amazing.

    WIP:

    I need to find out how to get that displacement to fade right into the ground without sewing.
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  5. Post #645
    Gold Member
    Firegod522's Avatar
    March 2008
    11,559 Posts
    Needs a blend modulate. And the displacement problem can be solved by subdividing or sewing.
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  6. Post #646
    Joannou1's Avatar
    February 2009
    261 Posts
    @radu_iceman You disagree with the rough outline of my map? Or you disagree, that it it not your skybox?

    Needs a blend modulate. And the displacement problem can be solved by subdividing or sewing.
    It's a rather complicated displacement, I also subdivided, it made it look better, but lighting is still very bad around where the 2 meet.
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  7. Post #647
    Waddamelon's Avatar
    June 2011
    8 Posts
    Here is my fallout road texture i did some tinkering with

    Go easy i'm new :P
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  8. Post #648
    Okay guys, this is my first map:
    Shout some critique, good or bad my way. I'll take everything into consideration.
    I opened Hammer for the first time about a week before I made this, experimented a bit and spent the weekend making what's in the video above.
    It's not perfect, and it really doesn't have a purpose outside experimentation. Nevertheless one must start at some point.
    Now, it is actually quite optimized. (Nearly) everything is aligned with the 16 x 16 grid, all the brushes are made with the nodraw texture where only the visible faces are texturized after and I've placed a lot of area_portals and hint nodes 'round and about.
    Everything from 3:17 in the video is unfinished (much more so then the first part of the video) so feel free to ignore that stuff.
    I've tried focusing on creating an ambient atmosphere, so audio is an important part. Make sure you can hear some of the audio.

    Edited:

    Here is my fallout road texture i did some tinkering with

    Go easy i'm new :P
    It's nice, I like it. It does however have a paper-y vibe to it, I can see you used 'water paper' in Photoshop.
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  9. Post #649
    Now, it is actually quite optimized. (Nearly) everything is aligned with the 16 x 16 grid, all the brushes are made with the nodraw texture where only the visible faces are texturized
    protip half of that shit you don't have to bother doing.
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  10. Post #650

  11. Post #651
    The bits about optimisation on Valve Developer Wiki go overboard. The stuff about func_detailing, areaportals and lighting are useful, but religiously making every nonvisible surface nodraw is not. The tiny gains you get in performance aren't worth the extra tedium.

    If you focus too much on optimisation in the early stages, you'll not get anything done. (Of course that's not to say you should start carving spheres and making a hollow cube skybox)
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  12. Post #652
    I really like religiously making every surface nodraw, it makes it easier for me to orient myself within the map. It really isn't much trouble for me so I won't quit with that.
    That and func_detailing is generally the only steps I take when I start making a map, and I do get shit done.
    Though admittedly I have a weak-spot for fancy lighting, so I'm not very conservative about it. I can be a bit obsessive about getting nice lighting at the sacrifice of the performance.
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  13. Post #653
    I really like religiously making every surface nodraw, it makes it easier for me to orient myself within the map. It really isn't much trouble for me so I won't quit with that.
    That and func_detailing is generally the only steps I take when I start making a map, and I do get shit done.
    The extra time it will take increases exponentially with the complexity of your map.

  14. Post #654
    I'm sure I'll discover that some day, but for now I'll stick with it 'till I run into problems.

  15. Post #655
    Gold Member
    NotExactly's Avatar
    March 2011
    1,044 Posts
    I just make my maps in nodraw and texture the visible surfaces.
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  16. Post #656

  17. Post #657
    Sometimes I just block everything out with random textures first, then once I'm happy with the layout I select all, apply nodraw texture and then start applying textures that I want.
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  18. Post #658
    Gold Member
    vexx21322's Avatar
    December 2008
    10,581 Posts
    I just create every block with nodraw, then texture it when it's placed how I want.

  19. Post #659
    BioResearch's Avatar
    July 2009
    612 Posts
    I create everything in dev textures and use replace texture when Im fully done
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  20. Post #660
    johnny guitar was here
    comet1337's Avatar
    February 2010
    6,125 Posts
    I create everything in dev textures and use replace texture when Im fully done
    i do this with the exception of texturing the whole thing by hand.
    then replace all dev textures with nodraw.
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  21. Post #661
    Gold Member
    MenteR's Avatar
    July 2007
    5,322 Posts
    i do this with the exception of texturing the whole thing by hand.
    then replace all dev textures with nodraw.
    i do exactly that
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  22. Post #662
    Yanzl's Avatar
    July 2010
    117 Posts
    Testing some snowy textures:
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  23. Post #663
    Gold Member
    Hostel's Avatar
    January 2009
    2,436 Posts
    Testing some snowy textures:
    Very well done!
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  24. Post #664
    Gorgeous.

    Edited:

    It would be nice with some snow/dust/sand decals.

  25. Post #665
    Gold Member
    Fourm Shark's Avatar
    October 2009
    5,777 Posts
    Okay guys, this is my first map:
    Shout some critique, good or bad my way. I'll take everything into consideration.
    I opened Hammer for the first time about a week before I made this, experimented a bit and spent the weekend making what's in the video above.
    It's not perfect, and it really doesn't have a purpose outside experimentation. Nevertheless one must start at some point.
    Now, it is actually quite optimized. (Nearly) everything is aligned with the 16 x 16 grid, all the brushes are made with the nodraw texture where only the visible faces are texturized after and I've placed a lot of area_portals and hint nodes 'round and about.
    Everything from 3:17 in the video is unfinished (much more so then the first part of the video) so feel free to ignore that stuff.
    I've tried focusing on creating an ambient atmosphere, so audio is an important part. Make sure you can hear some of the audio.

    Edited:



    It's nice, I like it. It does however have a paper-y vibe to it, I can see you used 'water paper' in Photoshop.
    I cant believe there are currently no comments on your video.

    In all my time being here, I have yet to see someone pick up hammer so fast and create something so genuinely unique. Its beautiful. The trains arriving from nowhere seem to make me go "What? Where did that just..." You have a bright future ahead of you. Keep making maps the way you do.
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  26. Post #666
    I like to faps while I make maps
    Reactors's Avatar
    December 2009
    1,451 Posts
    Testing some snowy textures:
    Marry me.
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  27. Post #667
    I cant believe there are currently no comments on your video.

    In all my time being here, I have yet to see someone pick up hammer so fast and create something so genuinely unique. Its beautiful. The trains arriving from nowhere seem to make me go "What? Where did that just..." You have a bright future ahead of you. Keep making maps the way you do.
    Wow, thanks!

  28. Post #668
    Folgergeist's Avatar
    December 2010
    1,077 Posts
    Okay guys, this is my first map:
    Shout some critique, good or bad my way. I'll take everything into consideration.
    I opened Hammer for the first time about a week before I made this, experimented a bit and spent the weekend making what's in the video above.
    It's not perfect, and it really doesn't have a purpose outside experimentation. Nevertheless one must start at some point.
    Now, it is actually quite optimized. (Nearly) everything is aligned with the 16 x 16 grid, all the brushes are made with the nodraw texture where only the visible faces are texturized after and I've placed a lot of area_portals and hint nodes 'round and about.
    Everything from 3:17 in the video is unfinished (much more so then the first part of the video) so feel free to ignore that stuff.
    I've tried focusing on creating an ambient atmosphere, so audio is an important part. Make sure you can hear some of the audio.

    Edited:



    It's nice, I like it. It does however have a paper-y vibe to it, I can see you used 'water paper' in Photoshop.
    impressive, remember to add suffix _hdr to your skybox texture name to get rid of the stretching
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  29. Post #669
    Zero Hour's Avatar
    July 2011
    810 Posts
    Made some sand and a skybox (ignore the terrible displacements they were to test the texture).


  30. Post #670
    From what I've read about HDR skyboxes you should turn up the shutter speed of the skybox a bit and add redder tones to the sand.
    Stronger, more defiant and vibrant tones would do the sand good I believe.
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  31. Post #671
    Shirky's Avatar
    December 2009
    2,532 Posts
    You can exactly turn up the shutter speed of the skybox, this isnt photography here. Haha
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  32. Post #672
    Well, I don't know the exact term, but I'm pretty sure you can change the exposure or something similar with an HDR Skybox, correct me if I'm wrong.
    That said, it's not exactly shutter speed but...










    I'm not going to finish that sentence.

  33. Post #673
    Shirky's Avatar
    December 2009
    2,532 Posts
    Well, I don't know the exact term, but I'm pretty sure you can change the exposure or something similar with an HDR Skybox, correct me if I'm wrong.
    That said, it's not exactly shutter speed but...
    Haha I get what you mean, but you can really adjust it without changing the file itself or the entire maps lighting. And wouldnt you mean either ISO or apeture, and not shutter speed? haha









    I'm not going to finish that sentence.

  34. Post #674
    Joey1's Avatar
    April 2009
    1,095 Posts
    Testing some snowy textures:
    Wow, thats amazing, i though its in UDK, will you release them or they are for private use?

  35. Post #675
    I make awesome maps that never see the light of day
    oskutin's Avatar
    January 2007
    7,278 Posts
    Look what we got!

    It doesn't support blend modulates

  36. Post #676
    Gold Member
    Firegod522's Avatar
    March 2008
    11,559 Posts

    Yes it does.

  37. Post #677
    I make awesome maps that never see the light of day
    oskutin's Avatar
    January 2007
    7,278 Posts
    How well?

    Edited:

    Doesn't work in portal2.

  38. Post #678
    Yanzl's Avatar
    July 2010
    117 Posts
    Thanks everyone, and I might release the textures once I'm done with them.
    Here is some grass:


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  39. Post #679
    Joey1's Avatar
    April 2009
    1,095 Posts
    Where is Texturing king rating when I need it
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  40. Post #680
    johnny guitar was here
    comet1337's Avatar
    February 2010
    6,125 Posts
    Where is Texturing king rating when I need it
    make a new account and rate him a second artistic VV
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