WiP in WiP, post your screenshots!

Oct 6, 2008
1,949
446
Nope - it's a top down viewpoint of somebody's house!
 

Muddy

Muddy
aa
Sep 5, 2014
2,576
4,593
More work on cp_matthew_b1. I still need to add overhangs to some of the roofs and add details to the buildings and out-of-bounds areas. I've also got big plans for the interiors.

HWsWhQu.jpg
 

HQDefault

...what
aa
Aug 6, 2014
1,056
535
Did someone say clear ice couldn't refract?
650FF695506357D26C4D9B705C3469D736520881


And stickies do stick:
2F5AD0C894E143368C6A97C3F43628EA2AB28D28


Still workin on a slightly blu-ish variant. Not the finished variant:

4135F98BCECC926D319CE901D05B825B7F1B8F38


EDIT ok how 'bout this color, along with clear:

B830FFF1F3D6564C2EAFF26BCE385CBA1263256E


Now Source does have an ice surface, however it makes people slide around for a long time, as if people were wearing ice skates. So now the surface is made of glass (for the engine at least).


EDIT I got the refract from this texture, however I don't really think it fits TF2 very well.

12E4D9BFC75C811F0B4384AE2F205FD3EA83B082


EDIT 2 Got a clear version too, next to the blue one:
7CCDA94E24923D65A099BEBEB4D22212903A0878



What some snow overlays can do to a border between ice and land:
4C54905774482F62B4755089CAF4F5E59380BABA

Do me a favor and make it a blend texture with snow for an alpha :)
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,697
2,581
Well, it's a more realistic layout than the actual Five Nights at Freddy's map, certainly.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Do me a favor and make it a blend texture with snow for an alpha :)

I tried to do that, however the refraction is a standalone shader. I have yet to figure out how to get a snow blend with just a refraction shader where the snow isn't see-trough and the ice is.. Putting the normal map into the other $basetexture channel doesn't work.

However I didn't compile that, I just saw from Hammer that it didn't do anything good. Maybe I should go ahead and make that then. Not today though. Too busy with other stuff.

Although I don't think it will work. The refraction shader is just a bunch of code in a .vmt and as far as I know you can't set .vmt's as base textures. Yes it has a normal map texture to give it the refraction but that normal map will show up as just a texture if I set it as a base texture.

Unless people have a way to put a dedicated .vmt in the $bastexture1 command I can't create a blend texture, and so you have to do it with an overlay, like I showed in the last picture.
 
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Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
More work on cp_matthew_b1. I still need to add overhangs to some of the roofs and add details to the buildings and out-of-bounds areas. I've also got big plans for the interiors.

HWsWhQu.jpg

First thought: Barnblitz last.
 
Oct 6, 2008
1,949
446

tehOMGfather

L1: Registered
Nov 15, 2009
27
3
I tried to do that, however the refraction is a standalone shader. I have yet to figure out how to get a snow blend with just a refraction shader where the snow isn't see-trough and the ice is.. Putting the normal map into the other $basetexture channel doesn't work.

However I didn't compile that, I just saw from Hammer that it didn't do anything good. Maybe I should go ahead and make that then. Not today though. Too busy with other stuff.

Although I don't think it will work. The refraction shader is just a bunch of code in a .vmt and as far as I know you can't set .vmt's as base textures. Yes it has a normal map texture to give it the refraction but that normal map will show up as just a texture if I set it as a base texture.

Unless people have a way to put a dedicated .vmt in the $bastexture1 command I can't create a blend texture, and so you have to do it with an overlay, like I showed in the last picture.

Any way you could do it with detail sprites that just lay flat and fixed against the brush? Otherwise the obvious answer would be to use an overlay or second displacement.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Any way you could do it with detail sprites that just lay flat and fixed against the brush? Otherwise the obvious answer would be to use an overlay or second displacement.

I think those overlays can have a bump/normal map. I'll try that tomorrow. If I load in the same normal map as the Refract shader it might work.


Hmmm...

Maybe I can have a clear piece of flat glass with the normal map refracting the surface so I have a $bastexture, which would make blending it in a lot easier. However, I think a see-trough refract is only possible with the Refract-shader. I might get something done though with $alpha though. Again, I'll figure that stuff out tomorrow.
 
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Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Done something with ice, now with a body of water underneath it (stole the 2fort_expensive water shader and edited it a bit), and now the water underneath creates a real-time reflection that seems to come from the ice above :)

TNj4lNO.jpg


EDIT: darker color for the fog. much nicer.

jTcN27C.jpg



EDIT2: brought the farz for the fog back to 150 from 200. I really like this.

E9FA02C2444118F66527964EAC6B559D560C608A


EDIT3: made an ice texutre which is clear, meaning all the colors now come from the water surface underneath, meaning it's all a bit lighter blue.

0E64691323CB37BE393E4597B3ED562CB317F64E


And one with the $refractamount set to 1. It looks quite awesome.

3CF57663A51DA49AD413BB2C5AB5CF47AC163DEB
 
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Tumby

aa
May 12, 2013
1,085
1,194
1ad4b70963.jpg

6d003914ad.jpg


Second image uses mat_bumpmap 0.

Code:
"LightmappedGeneric"
{
	"$basetexture" "nature/snow_full001"
	"$surfaceprop" "snow"
	"$color" "[.75 .75 .75]"
	"$lightwarptexture" "arctic/lightwarp/lightwarp_ice02"

	"$reflectivity" "[.34 .37 .38]"
	"$envmap" "cubemaps/cubemap_shapes002"
	"$envmaptint" "[.065 .068 .071]"

	"$bumpmap" "water/dx80_tfwater001_normal"

	"%keywords" "tf,custom,arctic"
}

Remade lightwarp
42d14c4b8c.png
 

Bunbun

aa
May 18, 2014
401
782
1ad4b70963.jpg

6d003914ad.jpg


Second image uses mat_bumpmap 0.

Code:
"LightmappedGeneric"
{
	"$basetexture" "nature/snow_full001"
	"$surfaceprop" "snow"
	"$color" "[.75 .75 .75]"
	"$lightwarptexture" "arctic/lightwarp/lightwarp_ice02"

	"$reflectivity" "[.34 .37 .38]"
	"$envmap" "cubemaps/cubemap_shapes002"
	"$envmaptint" "[.065 .068 .071]"

	"$bumpmap" "water/dx80_tfwater001_normal"

	"%keywords" "tf,custom,arctic"
}

Remade lightwarp
42d14c4b8c.png

I wonder if normal players would not see it as ice and instead never use the area with this texture?