look for refract
Nice textures, radu! That skybox is... sexy.
Needs a blend modulate. And the displacement problem can be solved by subdividing or sewing.
@radu_iceman You disagree with the rough outline of my map? Or you disagree, that it it not your skybox?
Here is my fallout road texture i did some tinkering with
Go easy i'm new :P
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.
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)
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.
I'm sure I'll discover that some day, but for now I'll stick with it 'till I run into problems.
I just make my maps in nodraw and texture the visible surfaces.
Ditto on that.
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.
I just create every block with nodraw, then texture it when it's placed how I want.
I create everything in dev textures and use replace texture when Im fully done
Testing some snowy textures:
It would be nice with some snow/dust/sand decals.
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.
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.
You can exactly turn up the shutter speed of the skybox, this isnt photography here. Haha
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.
Look what we got!
It doesn't support blend modulates
Doesn't work in portal2.
Thanks everyone, and I might release the textures once I'm done with them.
Here is some grass:
Where is Texturing king rating when I need it