1. Post #1321
    Gold Member
    Kommunist's Avatar
    June 2006
    705 Posts
    Also you can use trigger volumes to manually adjust the exposure per location so if you want it to look super bright when the player first sees it you can crank up the max exposure, then after that first sighting, tone it back down so they can see past it.
    Just like when you leave the bunker at the start of fallout 3.
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  2. Post #1322
    SHADERS
    Legend286's Avatar
    October 2008
    9,932 Posts
    Lighting isn't final at all, neither is the skybox or some of the brushwork, but here's an overview of the map thus far.




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  3. Post #1323
    Fuck You, Laren Faust
    Banshee FrieNd's Avatar
    July 2009
    2,408 Posts
    Added more to the bsp, Forgive me for the Light entity and the unsmoothed surfaces.









    Please Critique.
       Don't worry, the brick wall at the end won't be in the final map.   
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  4. Post #1324
    100% Homemade
    ZestyLemons's Avatar
    September 2007
    8,093 Posts
    The pipes look weird to me.
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  5. Post #1325
    Fuck You, Laren Faust
    Banshee FrieNd's Avatar
    July 2009
    2,408 Posts
    The pipes look weird to me.
    They need to be smoothed. They do look kind of small, but it matches the scale of Halo.
    And I haven't added the supports in for them.
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  6. Post #1326
    Ask about my EBOLA fetish
    GameDev's Avatar
    February 2010
    12,246 Posts
    Lighting isn't final at all, neither is the skybox or some of the brushwork, but here's an overview of the map thus far.




    hnng put ties on those train tracks
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  7. Post #1327
    Dennab
    March 2012
    1,967 Posts
    Lighting isn't final at all, neither is the skybox or some of the brushwork, but here's an overview of the map thus far.




    3rd pic increase texture size to try to combat the blatent tiling. Maybe also look into a new grass texture?

    Love the last pic reminds me of half life 2, It would be nice to see a realisitic construct version.
    Maybe include more arches and spice up the architecture. It looks like it was made years ago.

    EDIT: no offence meant by what I said, it will serve its purpose as a construct map better than the current and most other "revamps" but you push the boat out and make it something really special.

    Edited:

    http://cloud.steampowered.com/ugc/54...3E3E72D8B7B18/

    Can anyone suggest any improvements ideally to the lighting and prehaps the boring floor. It just looks so dull and there is wierd colour patches everywhere.
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  8. Post #1328
    Gold Member
    Ardowalalin's Avatar
    May 2008
    397 Posts


    Working on a guard tower from Assassin's Creed, cause I got free time...
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  9. Post #1329
    Gold Member
    J4censolo's Avatar
    May 2007
    3,055 Posts
    More generic sewer & canal stuff, trying to achieve a good HL2 look.



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  10. Post #1330
    Gold Member
    vexx21322's Avatar
    December 2008
    10,342 Posts
    More generic sewer & canal stuff, trying to achieve a good HL2 look.
    First looks good but second doesn't look right. Looks a little plain.
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  11. Post #1331
    The Silent Rater
    Timenova's Avatar
    November 2009
    3,266 Posts
    You've done the general clutter of the sewers quite well.
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  12. Post #1332
    Azzator's Avatar
    April 2011
    799 Posts
    More generic sewer & canal stuff, trying to achieve a good HL2 look.

    It's nice, but why would there be a car in a sewer?
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  13. Post #1333
    Gold Member
    Chrille's Avatar
    August 2005
    5,332 Posts
    It's nice, but why would there be a car in a sewer?
    DUI is also a problem in post-apocalyptic times
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  14. Post #1334
    Gold Member
    xpod1's Avatar
    February 2009
    18,247 Posts
    It's nice, but why would there be a car in a sewer?
    lets ask valve why there were so many cars in the canals
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  15. Post #1335
    Gold Member
    J4censolo's Avatar
    May 2007
    3,055 Posts
    First looks good but second doesn't look right. Looks a little plain.
    Yeah I'm not really sure what to add to it, but I guess more graffiti and stains could help spice it up a little.
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  16. Post #1336
    Dennab
    March 2012
    1,967 Posts
    How about foliage. If it was a canal odds are it would have minerals and neutrition washed off buildings from rain water and being low ground would give it easily enough water to support plant life.
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  17. Post #1337
    DasMatze's Avatar
    December 2007
    1,725 Posts
    More generic sewer & canal stuff, trying to achieve a good HL2 look.
    It's a little blocky. You can correct that by cutting of many edges in a 45 angle. Try it, it's more effective than one may think it is.
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  18. Post #1338
    Ask me about my 'female train' fetish.
    ViralHatred's Avatar
    January 2006
    5,228 Posts
    It's a little blocky. You can correct that by cutting of many edges in a 45 angle. Try it, it's more effective than one may think it is.
    70/80 would look much nicer to be honest.
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  19. Post #1339
    Dennab
    March 2012
    1,967 Posts
    If you dislike the idea of a curved top (it would look almost the same in my opinion) you could try a lip at the top something like:

    _! !_
    ! !
    ! !
    ! !
    !____________!

    Or

    _
    /
    !
    !
    !
    !________

    With some railing across the top or gaps where the block has crumbled.
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  20. Post #1340

    September 2011
    37 Posts


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  21. Post #1341
    I make awesome maps that never see the light of day
    oskutin's Avatar
    January 2007
    7,013 Posts
    Reminds me of mission improbable, well done!
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  22. Post #1342
    Gromitooth's Avatar
    April 2011
    101 Posts
    The third picture at the wall in the bottom right, looks a bit too straight...

    Second picture is really good though.
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  23. Post #1343
    radu_iceman's Avatar
    September 2008
    1,249 Posts
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  24. Post #1344
    Gold Member
    MenteR's Avatar
    July 2007
    4,942 Posts
    i wanna eat your houses
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  25. Post #1345
    Probably the most arrogant mapper in the World
    Jukka K's Avatar
    June 2007
    1,654 Posts
    They would look a lot better with aluminium plate roof as I mentioned earlier. The walls and the roof just don't fit together right now.
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  26. Post #1346
    Gold Member
    NotExactly's Avatar
    March 2011
    1,010 Posts
    They would look a lot better with aluminium plate roof as I mentioned earlier. The walls and the roof just don't fit together right now.
    I have never seen a house with a metal roof
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  27. Post #1347
    radu_iceman's Avatar
    September 2008
    1,249 Posts
    They would look a lot better with aluminium plate roof as I mentioned earlier. The walls and the roof just don't fit together right now.
    Maybe like this?



    I still think the previous one was better.

    EDIT* I'll try make a better aluminium roof texture. Maybe it will be better.
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  28. Post #1348
    Gold Member
    Dantai's Avatar
    December 2005
    2,840 Posts
    Maybe like this?


    I still think the previous one was better.
    Maybe just a cleaner, rectangle shaped tiling instead of the one you're using?
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  29. Post #1349
    Dennab
    March 2012
    1,967 Posts
    The new roof is too light, the dark slate really complimented the aesthetic. The new roof is too creamy and light for that red.
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  30. Post #1350
    Probably the most arrogant mapper in the World
    Jukka K's Avatar
    June 2007
    1,654 Posts
    I have never seen a house with a metal roof
    Are you serious?

    Edited:

    Maybe like this?



    I still think the previous one was better.

    EDIT* I'll try make a better aluminium roof texture. Maybe it will be better.
    The plates need to be wider and a color that fits the wall better, like this:

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  31. Post #1351
    Gold Member
    NotExactly's Avatar
    March 2011
    1,010 Posts
    Are you serious?
    Yeah, in Britain we only ever have tile roofs on houses, as far as I've seen anyway.
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  32. Post #1352
    radu_iceman's Avatar
    September 2008
    1,249 Posts
    Ta-daa! It could do with a bit more detail and possibly a bump map.

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  33. Post #1353
    Gold Member
    The freeman's Avatar
    October 2007
    6,197 Posts
    Ta-daa! It could do with a bit more detail and possibly a bump map.

    Shingles would look far better in a cul-de-sac or suburban scenario
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  34. Post #1354
    Glod Member
    ZombieDawgs's Avatar
    March 2009
    9,710 Posts
    They look more like summer houses you'd see on a beach.
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  35. Post #1355
    Youme's Avatar
    October 2007
    285 Posts
    First let's establish where they actually are before we give roofing material suggestions, since so many different places use so many different materials.

    Radu, what's your locale?
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  36. Post #1356
    Gold Member
    Sam Za Nemesis's Avatar
    November 2007
    4,761 Posts
    I really wish Source supported some kind of realtime-procedural detail sprite/model placement, without baking individual lightmaps too. When I play Battlefield 3 I get the impression that Frostbite 2 has it, or something similar. This would reduce compile times, filesize and not need any significant limitations.
    Use details.vbsp, unless you're thinking of something else
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  37. Post #1357
    100% Homemade
    ZestyLemons's Avatar
    September 2007
    8,093 Posts
    Use details.vbsp, unless you're thinking of something else
    There's a limit on detailspites in default Source, plus they look pretty static. In BF3 they wave around (from wind, from explosions) and look a lot more dynamic in general.
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  38. Post #1358
    Soap_N_Go's Avatar
    July 2010
    547 Posts
    Some preliminary work on a magical ethereal gas station.









    On another note I've been having this issue when I exit the texture browser and go back into it I end up at the top of the page again and it's sort of annoying when I'd like it to stay where I left off. I vaguely remember a time when it did not do this and was wondering if I could bring that joyous time back again...
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  39. Post #1359
    radu_iceman's Avatar
    September 2008
    1,249 Posts
    First let's establish where they actually are before we give roofing material suggestions, since so many different places use so many different materials.

    Radu, what's your locale?
    It's suppose to be a suburban area, the houses are based on some I found in the US, North Dakota via Google Earth.

    EDIT* I think this is the most common roofing around that area.

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  40. Post #1360
    There's a limit on detailspites in default Source, plus they look pretty static. In BF3 they wave around (from wind, from explosions) and look a lot more dynamic in general.
    In CS:S version of source the sprites are much more realistic (far from "real", but convincing) they have the ability to add models, and use different sprite layouts, but the fade-distance is short; so you better have your own mod (many of us here do to change stuff like that)
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