Where'd you get those tree models from, ey?
You can use overlays then, they're like decals, but they're a tiny bit more expensive seeing as they're entities. They can be used on every surface except for a models though
Those are from a HL2 mod, Resistance and Liberation
http://www.moddb.com/mods/resistance-liberation
Well, I lost all my textures, old maps etc... had some map backups from about 8 months ago. Time to do something with just HL2 assets!
lookin' good
but how did the rubble get there?
This lighting look alright?
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is that goldsource?
no props
yes it is
WIP and all that
Testing out the new normal maps, not sure if I should keep them or not.
Very WIP Ship Level i made.
I try to make a coop campaign with trigger_changelevel did anyone know if this works in multiplayer?
Keep them.
Depends on the game, if you did it in Synergy it should work.
sorry but wtf is Synergy ?
I think you should try to leave hints and clues in the environment to the players on what they should do, rather than just flat out tell them.
I need to practice on my Color Correction some more, so I made this little abandoned hospital to screw around with it.
How does it look so far?
Amazing. Color correction is something I never touched in Hammer so far, gotta try it a bit. It can REALLY set the mood for your map.
Turn off film grain.
Oh, sorry. I forgot about that.![]()
What's the name of that bulkhead door type prop, the white one with the window in? I've been looking for it for ages.
models/props_borealis/borealis_door001a.mdl
Have my children
All of them? I want some too you know.
So is that a HL2 or Hl2dm level?
I dont know about the trigger but a "changelevel mapname" command at point_servercommand entity should always work
Nice brick tex, mind if I ask where it is from?
The normal map looks very good, especially on the far wall. Almost looked like parallex!
They need some work. The brick faces facing outward, in places, look like they're rounded as oppose to completely flat with a rough texture, like directly above his head, several layers above the sleeping bag.
I have content from all the Half-Life 2, both Episodes, both L4D games, CSS, TF2 and DOD:S mounted in SDK, it's a lot of doors to search through so I must have missed it.
Something I'm working on.
hi so i am making this ghetto / san andreas esque alleyway for csgo
a friend of mine said it was looking really bare in some areas and i was looking for some advice from all of you guys about how to make it look better, less bare and all around improved.
disregard the ropes on this one i fixed it right after i compiled the map in the pic, im looking for tips on how to improve the building on the left specifically
big ass helicopter
it's supposed to be raining, but func_precipitation isnt working and neither are any particle effects for rain. can anyone help me figure out how to do rain in cs go?
Is someone paying you guys to make that joke every time I say anything?![]()
Add some windows to the back, trim to the roof and maybe even some vents/AC units on top.
where??
Add smaller details like trash and other misc items that go with the scene, things you wouldn't notice unless they weren't there.
The building in the third screenshot to the left, the one you asked for.
o sry, you quoted the whole thing and i didnt know which building you were talking about
NotExactly.
Right...my work for this eve done:
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