1. Post #1201
    Blue Member?
    Ermac20's Avatar
    October 2010
    7,642 Posts
    I'm not entirely sure why I spent so much time doing this.

    Roughly 3500 brushes.
    what does the inside look like?
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  2. Post #1202
    SHADERS
    Legend286's Avatar
    October 2008
    10,024 Posts
    Incase anyone misses it;

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  3. Post #1203
    Gold Member
    DildoOfDaDoom's Avatar
    September 2011
    218 Posts
    How does my road look?
    Sorry for hammer shots, but I dont feel like compiling just to ask.

    Shirky. Are we mapping the same by any chance?

    Yours looks better though

    Oh btw, are you using Content from L4D?
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  4. Post #1204
    Glod Member
    ZombieDawgs's Avatar
    March 2009
    10,001 Posts
    Sweet baby jesus what size is that monitor
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  5. Post #1205
    Shirky's Avatar
    December 2009
    2,633 Posts
    Shirky. Are we mapping the same by any chance?

    Yours looks better though
    We might just be haha, except mine is an official map.



    Oh btw, are you using Content from L4D?
    Im just using the L4D foliage and a trashcan, but thats going to be replaced before the map is released.
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  6. Post #1206
    aleksas17's Avatar
    January 2012
    112 Posts







    abandoned safe house it will be a survival mode map. So what do you think guys?
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  7. Post #1207
    Jaded
    Pyth's Avatar
    April 2010
    2,200 Posts
    abandoned safe house it will be a survival mode map. So what do you think guys?
    Maybe add a dim light in front of that television.
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  8. Post #1208
    Fuck You, Laren Faust
    Banshee FrieNd's Avatar
    July 2009
    2,433 Posts
    Is there any way to get a .rad texture light to animate? like "florescent flicker"?
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  9. Post #1209
    Stinger21's Avatar
    August 2010
    293 Posts
    Me and my good friend Todarac have started a little map-project.

    Basically, a Gmod map based on Minecraft, now. We know that this has been done hundreads of times times before. but we're aiming at getting as close to Minecraft as possible. Most Minecraft-like maps Dont look like minecraft, They look like Source maps with Minecraft Textures.

    so to properly recreate what we need, Todarac has been doing a ton of the designing. While I've been creating assets like torches, chests. and a Fully-functional Enchantment table. Take a look:
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  10. Post #1210
    Fuck You, Laren Faust
    Banshee FrieNd's Avatar
    July 2009
    2,433 Posts
    Me and my good friend Todarac have started a little map-project.

    Basically, a Gmod map based on Minecraft, now. We know that this has been done hundreads of times times before. but we're aiming at getting as close to Minecraft as possible. Most Minecraft-like maps Dont look like minecraft, They look like Source maps with Minecraft Textures.


    so to properly recreate what we need, Todarac has been doing a ton of the designing. While I've been creating assets like torches, chests. and a Fully-functional Enchantment table. Take a look:
    I think Minecraft Textures should make use of Unlit shaders. But the animations are perfect.
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  11. Post #1211
    Stinger21's Avatar
    August 2010
    293 Posts
    I think Minecraft Textures should make use of Unlit shaders. But the animations are perfect.
    The top of the torches are unlit ^^

    But making them all unlit would remove all the lighting, making it not look like Minecraft at all, Like Fullbright?
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  12. Post #1212
    mdeceiver79's Avatar
    March 2012
    3,638 Posts
    Me and my good friend Todarac have started a little map-project.

    Basically, a Gmod map based on Minecraft, now. We know that this has been done hundreads of times times before. but we're aiming at getting as close to Minecraft as possible. Most Minecraft-like maps Dont look like minecraft, They look like Source maps with Minecraft Textures.

    so to properly recreate what we need, Todarac has been doing a ton of the designing. While I've been creating assets like torches, chests. and a Fully-functional Enchantment table. Take a look:
    Will the blocks be entity or prop? either way you will hit the source limits very quickly if you intend to make the landscape from blocks. If props have same max number as detail sprites (not an unreasonable assumption) then you can have 64k, that is 40x40x40 so your max "solid ground" is 1280^3 (assuming blocks are 32 units in all dimensions.)
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  13. Post #1213
    Queelee's Avatar
    July 2009
    32 Posts
    Hey guys, back with an update on my Counter-Strike Source Map!
    I've also fixed the Walkway's texture issue.


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  14. Post #1214
    Stinger21's Avatar
    August 2010
    293 Posts
    Will the blocks be entity or prop? either way you will hit the source limits very quickly if you intend to make the landscape from blocks. If props have same max number as detail sprites (not an unreasonable assumption) then you can have 64k, that is 40x40x40 so your max "solid ground" is 1280^3 (assuming blocks are 32 units in all dimensions.)
    We've got this figured out. Some blocks will be brushes, and some will be models. The map is going to be unique, But I don't really want to reveal what it is before we've actually got something else to show than prefabs. :)
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  15. Post #1215
    Shirky's Avatar
    December 2009
    2,633 Posts
    gah, what am I doing?
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  16. Post #1216
    Gold Member
    Juniez's Avatar
    May 2007
    6,975 Posts
    silent hill
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  17. Post #1217
    Grenade Man's Avatar
    October 2009
    599 Posts
    A good screenshot this time.

    This will look so good once i fake shadows i promise you.

    A few things to note:
    I still have to fix some of the detail sprites.
    This is not the actual map yet. I'm just testing lighting and effects.
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  18. Post #1218
    Gold Member
    ~ZOMG's Avatar
    December 2009
    9,876 Posts
    A good screenshot this time.

    This will look so good once i fake shadows i promise you.

    A few things to note:
    I still have to fix some of the detail sprites.
    This is not the actual map yet. I'm just testing lighting and effects.
    The foliage is great and everything, but the lighting is not on par with the rest of the map. It's really dragging the whole scene down.

    It's not necessarily bad lighting, just not amazing like the other assets in the map.
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  19. Post #1219
    Gold Member
    thespectator's Avatar
    January 2006
    1,029 Posts
    what does the inside look like?


    If you want to make an inside be my guest. I have no intentions of touching it at all, its way too messy to deal with.



    Currently trying to clean it up so I can run it through propper. Propper wont take it in its current state.
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  20. Post #1220
    Shirky's Avatar
    December 2009
    2,633 Posts


    I really need ideas on what type of atmosphere this map should have. I really dont like any of the ones Ive made so far.
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  21. Post #1221
    Gold Member
    .FLAP.JACK.DAN.'s Avatar
    September 2010
    4,171 Posts
    -snip-
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  22. Post #1222
    Sir Michael Cole
    simzboy's Avatar
    September 2008
    3,022 Posts


    I really need ideas on what type of atmosphere this map should have. I really dont like any of the ones Ive made so far.
    I really like that one.
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  23. Post #1223
    Blue Member?
    Ermac20's Avatar
    October 2010
    7,642 Posts


    If you want to make an inside be my guest. I have no intentions of touching it at all, its way too messy to deal with.



    Currently trying to clean it up so I can run it through propper. Propper wont take it in its current state.
    suppose you could visgroup most of the stuff and make an inside?
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  24. Post #1224
    Shirky's Avatar
    December 2009
    2,633 Posts
    suppose you could visgroup most of the stuff and make an inside?
    All you really need to do is make one floors rooms and stuff, and copy and past above.
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  25. Post #1225
    Gold Member
    thespectator's Avatar
    January 2006
    1,029 Posts
    suppose you could visgroup most of the stuff and make an inside?
    I suppose, but it'd take more time than I'm willing to spend.
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  26. Post #1226
    Mr. Chop's Avatar
    March 2010
    427 Posts

    Sorry gents, it will be a closed event, but expect to see a map pack release and maybe a video documentary if someone is up to it.
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  27. Post #1227
    Fuck You, Laren Faust
    Banshee FrieNd's Avatar
    July 2009
    2,433 Posts
    Help me with this lighting.







    a10.RAD
    Code:
    banshee/HaloTagSystem/halo/levels/a10/bitmaps/halogen_on 210 227 255 120.0 //Main Light Fixtures
    banshee/HaloTagSystem/halo/levels/a10/bitmaps/flourescent 216 237 225 8.0 //Lights Under Walkway
    banshee/HaloTagSystem/halo/levels/a10/bitmaps/red_light_dim 255 0 0 0.25 //Hidden (don't worry about this)
    banshee/HaloTagSystem/halo/levels/a10/bitmaps/tech_rack_mount 88 122 71 0.1 //Might as well not even be here :(
    Cryo_Glass.vmt
    Code:
    "LightmappedGeneric"
    {
    	"$basetexture" "banshee/HaloTagSystem/halo/levels/a10/bitmaps/cryo_glass"
    	"$bumpmap" "banshee/HaloTagSystem/halo/levels/a10/bitmaps/monitors_bump"
    	"$envmap" "banshee/HaloTagSystem/halo/levels/a10/bitmaps/cubemap_glass"
    	//"$normalmapalphaenvmapmask" 0
    	"$surfaceprop" "Glass"
    	"$envmapmask" "glass/glasswindowbreak070a_mask"
    	"$translucent" 1
    	"$multipass" 1
    	"$nocull" 1
    	"$crackmaterial" "glass/glasswindowbreak070b"
    }
    The problem with the glass is not enough of it shows up, it should be "foggier"
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  28. Post #1228
    mdeceiver79's Avatar
    March 2012
    3,638 Posts
    The halo map needs more smooth groups. Smooth the window panes and the columns on the ceilings. I dislike the textures they look cartoony, i know they are the originals but why aspire to make something which was good 6-7 years ago? (and hope it will look good compared to stuff people are doing these days)
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  29. Post #1229
    Fuck You, Laren Faust
    Banshee FrieNd's Avatar
    July 2009
    2,433 Posts
    The halo map needs more smooth groups. Smooth the window panes and the columns on the ceilings. I dislike the textures they look cartoony, i know they are the originals but why aspire to make something which was good 6-7 years ago? (and hope it will look good compared to stuff people are doing these days)
    In Halo, Human Structures were very modular. I must disagree with you on your opinion of the textures. And Halo is 12 years old.
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  30. Post #1230
    Grenade Man's Avatar
    October 2009
    599 Posts
    The foliage is great and everything, but the lighting is not on par with the rest of the map. It's really dragging the whole scene down.

    It's not necessarily bad lighting, just not amazing like the other assets in the map.
    What do you mean by lighting? If you are talking about the dark parts on the trees, I would love to fix that but I'm afraid its the way source lights static props. My hands are tied. If you are talking about the general tone of the map then please give suggestions.
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  31. Post #1231
    Dance like it hurts, Love like you need money, Work when people are watching. ~Scott Adams
    hiyougami's Avatar
    December 2008
    721 Posts

    I thought I would go ahead and try to make something that would break from my usual style to try and break myself from my mapping block.


    Me and my good friend Todarac have started a little map-project.

    Basically, a Gmod map based on Minecraft, now. We know that this has been done hundreads of times times before. but we're aiming at getting as close to Minecraft as possible. Most Minecraft-like maps Dont look like minecraft, They look like Source maps with Minecraft Textures.

    so to properly recreate what we need, Todarac has been doing a ton of the designing. While I've been creating assets like torches, chests. and a Fully-functional Enchantment table. Take a look:
    Neat, neat! Here I can help you with lighting. I'll send you a preset vmf, just drop me a message when I come online tomorrow and I'll be there.

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  32. Post #1232

    September 2011
    724 Posts


    I tried to follow the from what i understand general advice of useing spotlights that i hear often here.

    But i just dont get it its CONSTANTLY too weak and i dont know how to make it much brighter , as in more light .

    so can anyone give me some advice on what the best settigns for spotlights are ?
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  33. Post #1233
    I HAVE A TOASTER FETISH
    mopman999's Avatar
    July 2009
    3,984 Posts
    Make them slightly bluish, I use 300-400
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  34. Post #1234
    TangoGorila's Avatar
    July 2007
    256 Posts
    I tried using light_spots previously, but no matter what how I set them, they wouldn't provide the amount of area lighting I needed without having a dick load of them all pointing at specific areas to keep everything lit, rather than having just one entity that lit everything.
    Besides, that visuals weren't the point, the functionality of everything was really what I was showing, thus the video. But I'll keep the lighting in mind, thanks for commenting.
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  35. Post #1235
    SHADERS
    Legend286's Avatar
    October 2008
    10,024 Posts


    Map as of 8PM (when I finished mapping.) Currently unlit but only so I could test it without waiting forever.
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  36. Post #1236
    Brandon's Avatar
    December 2009
    629 Posts
    That grass looks bad to pale
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  37. Post #1237
    SHADERS
    Legend286's Avatar
    October 2008
    10,024 Posts
    That grass looks bad to pale
    The blend textures were flipped, blame Garry.

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  38. Post #1238
    I HAVE A SQUID FETISH
    IronPhoenix's Avatar
    April 2005
    8,217 Posts
    Are those phx tracks?
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  39. Post #1239
    SHADERS
    Legend286's Avatar
    October 2008
    10,024 Posts
    Are those phx tracks?
    They are 80 units wide if that's what you mean (the inside.)
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  40. Post #1240
    Fuck You, Laren Faust
    Banshee FrieNd's Avatar
    July 2009
    2,433 Posts
    Does anyone have any advice on how to improve my lighting?
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