1. Post #481
    Gold Member
    Miigga's Avatar
    October 2006
    1,697 Posts
    Edit: am I right in thinking you can only have 6 light sources per brush face or something? Should I break the floor up?
    There's a limit on how many lights with the ability to be turned off can emit light at a brush face, but afaik there's no limit on how many lights can point at a brush face. Any light entity with a name counts as having the ability to be turned off, AFAIK.

    And by "name" I mean what the mapper has typed into the keyvalue "Name"
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  2. Post #482
    Gold Member
    NotExactly's Avatar
    March 2011
    1,038 Posts
    There's a limit on how many lights with the ability to be turned off can emit light at a brush face, but afaik there's no limit on how many lights can point at a brush face. Any light entity with a name counts as having the ability to be turned off, AFAIK.
    Ah, ok, thanks.
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  3. Post #483
    Gold Member
    ~ZOMG's Avatar
    December 2009
    9,821 Posts
    More 50's diner - still haven't worked out how to do the windows without them looking shit yet, or found appropriate light sources, or added a counter, but whatever.

    Edit: am I right in thinking you can only have 6 light sources per brush face or something? Should I break the floor up?


    It feels really empty and the table texture, to me at least, doesn't look very 50's-diner-y.
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  4. Post #484
    Resident Beat Eater.
    wauterboi's Avatar
    August 2009
    3,534 Posts
    Yeah, I'd google retro 50's tables on Google. (I personally love retro tables and stuff like that, for future reference.)





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  5. Post #485
    Gold Member
    NotExactly's Avatar
    March 2011
    1,038 Posts
    Yeah, I'd google retro 50's tables on Google. (I personally love retro tables and stuff like that, for future reference.)





    Well, the table's the L4D2 diner one so it seemed appropriate. As for your images, they all seem like kitsch modern interpretations of the 50's diner rather than what they'd actually have been like. I could be wrong though.
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  6. Post #486
    Shirky's Avatar
    December 2009
    2,297 Posts
    Finally finished all the exterior of the houses

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  7. Post #487
    Gold Member
    confinedUser's Avatar
    October 2008
    3,530 Posts

    heres a 50's table
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  8. Post #488
    Gold Member
    NotExactly's Avatar
    March 2011
    1,038 Posts
    Ok, I'll try and reskin the tables, and I'll put some posters on the wall, but I don't want it to be ridiculously OTT.
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  9. Post #489
    Resident Beat Eater.
    wauterboi's Avatar
    August 2009
    3,534 Posts




    LET THERE BE LIGHT!

    I'm also planning on making some versions for Fortwars and stuff.

    Edited:

    I'm having trouble figuring out what to put in that empty space also. :(
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  10. Post #490
    LewyJudge12's Avatar
    October 2009
    1,507 Posts
    no idea what to map. Themes?
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  11. Post #491
    [yournamehere]'s Avatar
    March 2009
    564 Posts
    New skybox I think I like better, also added a lake in that extra space.




    Once again does anyone know how to make ambient generics louder? Already at volume 10 and stacking does not work.
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  12. Post #492
    8BitSandwich

    July 2011
    81 Posts
    I am unfortunately going to have to cancel (or at least indefinitely postpone) my Booster Tower map project, because the level of crashiness in Hammer has reached an insane level for me. I can no longer even open a Flags tab for any entity without it insta-crashing, even with Valve's maps. I've reinstalled the SDK and TF2 and it didn't help. :X

    So I'm going to show off some bits of what I got completed as my final farewell to this project.
    p.s. Not one asset was reused - every model, texture, and animation was completely custom made by me.

    Here it is... Watch in 1080p fullscreen if you can.

    [edit] Actually, work on this map is now back on schedule. I found a way to avoid the crashing (mostly). It still happens sometimes but not nearly as often.
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  13. Post #493
    Cheesy and delicious.
    Snickerdoodle's Avatar
    August 2010
    5,954 Posts
    no idea what to map. Themes?
    Recreate a scene from Thomas the Tank Engine.
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  14. Post #494
    I HAVE A TOASTER FETISH

    July 2009
    3,952 Posts
    I love the 50s
    Time to go watch back to the future
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  15. Post #495
    DCW01's Avatar
    July 2011
    105 Posts
    I haven't been around for a while, but can I just say, awesome stuff, great to see that you stuck with it, as you first began posting when I stopped, and I loved your work then too.

    I hope those rooms aren't as difficult to navigate as they appear, with the objects in the way of the player's path, model hit-boxes can be really awkward.Player_clip is your friend in that respect.

    Oh hi everybody.
    Thanks for that. They are a pain in the arse to get round without bumping into stuff at the moment but that's because I havn't put the clip brushes in yet but rest asured that I have already planned to do this anyway. I'm currently trying to get the level to look right at the moment and then I will be dropping the rest in.

    Glad you like it though. It's taking a long time to get right but I'm on the home stretch of this section now.
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  16. Post #496
    Gold Member
    Deadchicken's Avatar
    May 2009
    1,705 Posts
    No problem.

    I opened up hammer for the first time in ages today... I've decided to continue on this:









    Excuse the old, tired images.. I haven't recompiled this in months.
    ...But I've come across a problem, a big hurdle with brushwork like this is a corner like this one:



    How on earth would I go about either continuing the windows, or failing that, a curved, angled wall connected to a simple flat roof (I'm not a complete masochist..)?

    any ideas would be appreciated, I've tried vertex scaling and manipulation, but it creates to many invalid solids, and manually from scratch will be nigh impossible, or am I missing a trick here?
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  17. Post #497
    Gold Member
    Jiro-uk-'s Avatar
    October 2005
    511 Posts
    That looks incredible.
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  18. Post #498
    Resident Beat Eater.
    wauterboi's Avatar
    August 2009
    3,534 Posts
    That looks gorgeous.

    NINJA'D.
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  19. Post #499
    I know nothing about you but fuck it here's a title
    Anthracite's Avatar
    December 2005
    1,760 Posts
    sup



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  20. Post #500
    [b]MASSIVE HOMOPHOBE[/b]

    April 2010
    3,562 Posts
    that is one badass air conditioner
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  21. Post #501
    Probably the most arrogant mapper in the World
    Jukka K's Avatar
    June 2007
    1,685 Posts
    I remember that map DeadChicken and I just love the architecture of it.

    Edited:

    That white building in the middle is too narrow and doesn't make any sense. Also the fire in the barrel isn't lighting up the ground next to it.
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  22. Post #502
    I know nothing about you but fuck it here's a title
    Anthracite's Avatar
    December 2005
    1,760 Posts
    that is one badass air conditioner
    I thought adding small vents could do, but actually when you enter the room and look above and see that huge fan above you, it has that "woooow what the shit" effect. Remember that Black Mesa sectors are supposed to be mostly underground.
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  23. Post #503

    May 2010
    19 Posts


    How on earth would I go about either continuing the windows, or failing that, a curved, angled wall connected to a simple flat roof (I'm not a complete masochist..)?

    any ideas would be appreciated, I've tried vertex scaling and manipulation, but it creates to many invalid solids, and manually from scratch will be nigh impossible, or am I missing a trick here?
    You could try triangulating each brush for the corner window. (I didn't align all vertexes to the grid because this was just a quick example :V)

    Just use the clip tool and cut the brushes in half, then use the vertex edit tool and make them angled.

    Worked well and not a single invalid solid.

    Also, your map looks amazing.
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  24. Post #504
    Youme's Avatar
    October 2007
    304 Posts
    Excuse the old, tired images.. I haven't recompiled this in months.
    ...But I've come across a problem, a big hurdle with brushwork like this is a corner like this one:



    How on earth would I go about either continuing the windows, or failing that, a curved, angled wall connected to a simple flat roof (I'm not a complete masochist..)?

    any ideas would be appreciated, I've tried vertex scaling and manipulation, but it creates to many invalid solids, and manually from scratch will be nigh impossible, or am I missing a trick here?
    You pretty much need to learn to model.
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  25. Post #505
    You pretty much need to learn to model.
    na, using a 3d software it would be easy, make a cylinder, remove 3/4th and scale down the top part. done.
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  26. Post #506
    DFC
    DFC's Avatar
    September 2011
    275 Posts
    na, using a 3d software it would be easy, make a cylinder, remove 3/4th and scale down the top part. done.
    that 3d software would be modeling software...
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  27. Post #507
    cwook's Avatar
    March 2010
    1,473 Posts
    that 3d software would be modeling software...
    I think he meant to write "ya"
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  28. Post #508
    OFFICIAL DEAN of MAX PAYNE
    Dennab
    July 2009
    9,002 Posts
    Make sure to use a lot of cubemaps in the diner.
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  29. Post #509
    Gold Member
    .FLAP.JACK.DAN.'s Avatar
    September 2010
    4,110 Posts
    Here's a picture of a map that I'm working on for a mod.
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  30. Post #510
    LewyJudge12's Avatar
    October 2009
    1,507 Posts
    Seriously though guys, can I have a theme? Want something to map.
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  31. Post #511
    Jaded
    Pyth's Avatar
    April 2010
    2,200 Posts
    Seriously though guys, can I have a theme? Want something to map.
    Rural, have fun.
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  32. Post #512
    Gold Member
    Wotalt's Avatar
    July 2011
    149 Posts
    Seriously though guys, can I have a theme? Want something to map.
    Drop streetview randomly in a select country/continent + map area around you or based on its style
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  33. Post #513
    Gold Member
    Deadchicken's Avatar
    May 2009
    1,705 Posts
    Seriously though guys, can I have a theme? Want something to map.
    Futuristic Western Saloon bar..
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  34. Post #514
    Gold Member
    Firegod522's Avatar
    March 2008
    11,526 Posts
    Edit: am I right in thinking you can only have 6 light sources per brush face or something? Should I break the floor up?
    You can have plenty. Only if the lights are toggle-able is when you have a problem with lights on a face.
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  35. Post #515
    Gold Member
    bIgFaTwOrM12's Avatar
    October 2010
    1,425 Posts
    Seriously though guys, can I have a theme? Want something to map.
    Look up a ghost town and try to map it. I've got like five on the go and they're hard as hell, really satisfying once you get them right though.
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  36. Post #516

    September 2010
    1 Posts
    Futuristic Western Saloon bar..
    Sounds like a set from Firefly ^^
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  37. Post #517
    Gold Member
    Deadchicken's Avatar
    May 2009
    1,705 Posts
    I made more stuff, ignoring that curve for the moment.. I made the arched roof and building on the right:





    So this is a sort of monorail station thing, and still needs a lot of work inside, it'll be pretty cramped inside but players should only spend a few moments inside.. I'm pretty impressed with how it's turned out.

    EDIT: I've now extended the roof to 3 sections, with the extra section overhanging, making space and a place for the monorails support to go..
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  38. Post #518
    Gold Member
    vexx21322's Avatar
    December 2008
    10,546 Posts
    I made more stuff, ignoring that curve for the moment.. I made the arched roof and building on the right:





    So this is a sort of monorail station thing, and still needs a lot of work inside, it'll be pretty cramped inside but players should only spend a few moments inside.. I'm pretty impressed with how it's turned out.

    EDIT: I've now extended the roof to 3 sections, with the extra section overhanging, making space and a place for the monorails support to go..
    Trying to work with curves myself, you seem like a god to me. Hammer just wasn't designed to do curves like that.
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  39. Post #519
    Zay333's Avatar
    October 2010
    740 Posts
    I made more stuff, ignoring that curve for the moment.. I made the arched roof and building on the right:





    So this is a sort of monorail station thing, and still needs a lot of work inside, it'll be pretty cramped inside but players should only spend a few moments inside.. I'm pretty impressed with how it's turned out.

    EDIT: I've now extended the roof to 3 sections, with the extra section overhanging, making space and a place for the monorails support to go..
    How long does it take you to compile?
    Do you just func_detail those curves?
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  40. Post #520
    Gold Member
    confinedUser's Avatar
    October 2008
    3,530 Posts
    Trying to work with curves myself, you seem like a god to me. Hammer just wasn't designed to do curves like that.
    I'm guessing he increased the number of faces on a arch and cylinders. However i could be very well wrong as I too am working on making nice curves
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