1. Post #641
    Jaded
    Pyth's Avatar
    April 2010
    2,200 Posts
    What are we supposed to see?


    His 'idea' is greatly flawed but he can't understand why he's being rated dumb. (???)

    Another fantastic pageking...
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  2. Post #642
    SHADERS
    Legend286's Avatar
    October 2008
    10,024 Posts
    Hey I have a idea for lightmap.
    Lightmap only 2 on floor http://cloud.steampowered.com/ugc/45...5019E92029BDA/ (and 6 on wall)

    Lightmap 2 + 16 http://cloud.steampowered.com/ugc/45...37CF6C6E2CDD2/

    edit, why dumb? All troller's are here ? (Late, ok, but dumb...)
    Yes, we know lightmap scale affects bsp subdivision, there's a reason for that.
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  3. Post #643
    noladu95's Avatar
    July 2010
    116 Posts
    What are we supposed to see?

    For optimisation.
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  4. Post #644
    thingshappen's Avatar
    December 2007
    236 Posts
    Started working on yet another map. The signals change depending on what's on the track ahead.
    [table="width: 100%"]
    [tr]
    [td][release][/release][/td]
    [td][release][/release][/td]
    [/tr]
    [tr]
    [td][release][/release][/td]
    [td][release][/release][/td]
    [/tr]
    [/table]
    Also, don't mind the barrels. They're only there to test the signals.
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  5. Post #645
    Level Design Portfolio
    Mr Anonymous's Avatar
    November 2009
    2,043 Posts
    Hey I have a idea for lightmap.
    Lightmap only 2 on floor http://cloud.steampowered.com/ugc/45...5019E92029BDA/ (and 6 on wall)

    Lightmap 2 + 16 http://cloud.steampowered.com/ugc/45...37CF6C6E2CDD2/

    edit, why dumb? All troller's are here ? (Late, ok, but dumb...)
    [RELEASE]

    [H2]Most literate member of Facepunch 2012.[/H2]



    [/RELEASE]
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  6. Post #646
    Probably the most arrogant mapper in the World
    Jukka K's Avatar
    June 2007
    1,730 Posts

    For optimisation.
    But it looks Like shit because the light bleeds to the lower scale lightmap area.
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  7. Post #647
    I know nothing about you but fuck it here's a title
    Anthracite's Avatar
    December 2005
    1,788 Posts
    äreä.
    genius
    edit : why did you remove that masterpiece
    edit2 : console messages in french oh god
    edit3 noladu special edition : faut pas rager mon petit ))
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  8. Post #648
    noladu95's Avatar
    July 2010
    116 Posts
    genius
    edit : why did you remove that masterpiece
    edit2 : console messages in french oh god
    edit3 noladu special edition : faut pas rager mon petit ))
    I didn't rage, but I hate dumber, and troller.
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  9. Post #649
    Gold Member
    ~ZOMG's Avatar
    December 2009
    9,876 Posts
    I didn't rage, but I hate dumber, and troller.
    I see...

    Perhaps you should try a better translator?
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  10. Post #650
    noladu95's Avatar
    July 2010
    116 Posts
    My translator is my brain...
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  11. Post #651
    Gold Member
    ~ZOMG's Avatar
    December 2009
    9,876 Posts
    Ah, I see, so you're just a moron.
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  12. Post #652
    Probably the most arrogant mapper in the World
    Jukka K's Avatar
    June 2007
    1,730 Posts
    genius
    edit : why did you remove that masterpiece
    edit2 : console messages in french oh god
    edit3 noladu special edition : faut pas rager mon petit ))
    I was typing with my phone and the phone autocorrected "area" to "äreä", which is "grumpy" in Finnish.
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  13. Post #653
    SHADERS
    Legend286's Avatar
    October 2008
    10,024 Posts
    Am I the only one who didn't know SDK 2009's hammer had a deferred lighting preview mode?

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  14. Post #654
    Dennab
    October 2011
    106 Posts
    Holy schitte!
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  15. Post #655
    Gold Member
    Wotalt's Avatar
    July 2011
    149 Posts



    Lighting and textures are very temporary
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  16. Post #656
    Gold Member
    Hyzo's Avatar
    February 2008
    646 Posts


    A little something I'm working on since I got inspiration from Alan Wake, the pine trees are temporary placed to get a feeling of how it could look so theres floating trees and shiet, still working on the displacements and trying to get the hang of this sculpting tool I never used before.

    Edited:

    Oh and yeah, the highway is not close to done in this picture.
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  17. Post #657
    Skerion's Avatar
    November 2010
    2,919 Posts


    A little something I'm working on since I got inspiration from Alan Wake, the pine trees are temporary placed to get a feeling of how it could look so theres floating trees and shiet, still working on the displacements and trying to get the hang of this sculpting tool I never used before.
    You may want to add some sidewalks and rails at each side of the road.
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  18. Post #658
    Dennab
    October 2011
    106 Posts



    Lighting and textures are very temporary

    :itsbeautiful:

    South Korea/China?

    Also, phx?
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  19. Post #659
    Gold Member
    Wotalt's Avatar
    July 2011
    149 Posts
    :itsbeautiful:

    South Korea/China?

    Also, phx?
    not phx but close
    wuhan china
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  20. Post #660
    Gold Member
    Chilean_Wolf's Avatar
    July 2006
    1,315 Posts
    You may want to add some sidewalks and rails at each side of the road.
    Highways don't normally have sidewalks.
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  21. Post #661
    Gold Member
    Ajacks's Avatar
    August 2006
    4,462 Posts
    Highways don't normally have sidewalks.
    Yep, but they would have shoulders though.
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  22. Post #662
    Gold Member
    NotExactly's Avatar
    March 2011
    1,053 Posts
    Highways don't normally have sidewalks.
    Bridges don't usually go over water without barriers
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  23. Post #663
    Ask about my EBOLA fetish
    GameDev's Avatar
    February 2010
    12,433 Posts
    Started working on yet another map. The signals change depending on what's on the track ahead.
    [table="width: 100%"]
    [tr]
    [td][release][/release][/td]
    [td][release][/release][/td]
    [/tr]
    [tr]
    [td][release][/release][/td]
    [td][release][/release][/td]
    [/tr]
    [/table]
    Also, don't mind the barrels. They're only there to test the signals.
    Posting to confirm these are PHX tracks before Black Ice does

    Though I am mildly concerned about that switch curve in the fourth picture
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  24. Post #664
    Youme's Avatar
    October 2007
    323 Posts



    Lighting and textures are very temporary

    Merge it with what thingshappen is working on for maximum awesome.
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  25. Post #665
    J!m
    I Love Big Gay Dragons
    J!m's Avatar
    June 2009
    1,406 Posts
    *Train tracks*
    You should blend the grass and the gravel so it's not a straight line
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  26. Post #666
    I make awesome maps that never see the light of day
    oskutin's Avatar
    January 2007
    7,422 Posts
    New cityrail

    Edited:

    Without city.
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  27. Post #667
    Dennab
    October 2011
    106 Posts
    New cityrail

    Edited:

    Without city.
    You devil! A cityrail without a city?! FIENDISH!
    (Post 666)
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  28. Post #668
    thingshappen's Avatar
    December 2007
    236 Posts
    Posting to confirm these are PHX tracks before Black Ice does

    Though I am mildly concerned about that switch curve in the fourth picture
    These are PHX compatible tracks, the switch curve is fixed now and I'm getting Black Ice to test it so it shouldn't have any train related problems.

    You should blend the grass and the gravel so it's not a straight line
    I would but it'd look awful on corners, even when stretching the displacement into a curve. Blendmodulate might sort it, and I might mess about with it later on.
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  29. Post #669
    I make awesome maps that never see the light of day
    oskutin's Avatar
    January 2007
    7,422 Posts
    Bridges don't usually go over water without barriers
    Highways usually have dividers.
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  30. Post #670
    LATTEH's Avatar
    February 2010
    643 Posts
    Fast displacements are fun (why?)


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  31. Post #671
    SHADERS
    Legend286's Avatar
    October 2008
    10,024 Posts

    I decided to continue with my shader showcase map for my mod. This is just one of the 4 interactive shader slabs I'm gonna have in it.
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  32. Post #672
    Cbast's Avatar
    September 2009
    644 Posts
    To make your video smoother without having to press theses buttons you could use console command.

    ent_fire A nameofthefunc_rotating toggle

    Etc. Just a nitpick, this should help to see your shader instead of looking down on the buttons :3
    Nice material nonetheless.
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  33. Post #673
    SHADERS
    Legend286's Avatar
    October 2008
    10,024 Posts
    To make your video smoother without having to press theses buttons you could use console command.

    ent_fire A nameofthefunc_rotating toggle

    Etc. Just a nitpick, this should help to see your shader instead of looking down on the buttons :3
    Nice material nonetheless.
    Well it's to show off the interactivity, so that's why I pressed the buttons showing that you could stop and start the func_rotating entities.
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  34. Post #674
    Cbast's Avatar
    September 2009
    644 Posts
    Oh well, I thought the you were demonstrating a material. Sorry :L

    Also I've uploaded keysiv onto garrysmod.org.

    http://www.garrysmod.org/downloads/?a=view&id=128622

    Although I suspect being banned for this (still, this would be unfair) since I couldn't upload any version of the map due to size limit. Even the light version which is like 80mo won't upload. So I ended up making a .zip file with the links to download the map in it. (in a .txt file).
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  35. Post #675
    Gold Member
    Firegod522's Avatar
    March 2008
    11,582 Posts
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  36. Post #676
    Dennab
    July 2009
    2,787 Posts
    Been experimenting a little with amtospheres. Coming along quite nicely I think, though critique would be greatly appreciated.




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  37. Post #677
    ONE HUNDRED PERCENT NIGGER
    podthegod's Avatar
    September 2009
    550 Posts
    I do like the atmosphere in the first picture. But that house in the last one looks real blocky, change the roof I'm thinking.
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  38. Post #678
    Sourcegamer8's Avatar
    June 2008
    4,668 Posts
    The stairs in the first picture are repeating quite badly, and the last house like pointed out before, but overall it is going quite well.
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  39. Post #679
    Gold Member

    July 2006
    1,961 Posts


    More work on that corridor which I posted a month ago. The lighting is temporary. Kudos to Cbast for the textures.
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  40. Post #680
    SHADERS
    Legend286's Avatar
    October 2008
    10,024 Posts
    Finished my wet shader, yay.


    Now to make another 3 interesting shaders and finish this part of the map (there's more that I've done, it's just not compiled yet.)

    What the shit, it didn't upload in HD dispite me fucking uploading it...
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