CP artpass_ColonelBD

ColonelBD

L1: Registered
Jan 9, 2010
18
21
Ooookkaaayyy, sorry about the late entry, I had a few tehnical problems, then my map went on a leak fest. :facepalm:

Anyway, this is my first map that Im submitting, I have done some mapping before, mainly for left 4 dead aswell as a few Tf2 maps, but they're no further then the development stage, so I'm hoping this contest will be a good oppurtunity for me to learn and practise a few things. I'm doing an Australium mine, I know other people are doing it, but I've had the idea for a while, but like a said earlier, my computer wasn't co-operating.

I've done a custom overlay, as well as a custom grass texture that is still in the works. Feedback would be greatly appreciated. BTW I know about the lighting in screen 5, im still experimenting.
 
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lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
If you're going to have that much glow, I would say have more than the one cart of australium.

For the grass texture you are using, it's a bit too watery and bland at the moment. I'm no texture maker though, so you should ask for advice from someone else on how to make it better if you want to keep to making a custom one. You also need an alpha blend, but like I say, I don't know how to make them.
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
For the grass texture you are using, it's a bit too watery and bland at the moment. I'm no texture maker though, so you should ask for advice from someone else on how to make it better if you want to keep to making a custom one. You also need an alpha blend, but like I say, I don't know how to make them.

Blend textures are easy.

Check out $basetexture2:
http://developer.valvesoftware.com/wiki/$basetexture

I made one yesterday. Took me longer to extract the primary texture from TF2's gfc than it did to combine that one and my own.
 

ColonelBD

L1: Registered
Jan 9, 2010
18
21
Thanks for the info guys. It turns out my texture was a 512x512 instead of a 1024x1024 like valves are. So I changed that. I also created a blend texture (thanks Drago) using dirt and another, greener grass texture.

The grass came out fine, but my dirt one is all tiled ingame, I used $blendmodulatetexture if thats any help.

Heres a shot of how the grass one looks:

artpass_colonelbd7.jpg


Personally I think the stock Valve grasses are too dirt like, but I guess thats why we have detail sprites. Thats the reason why my grass looks watery, I tried to do a more grassy looking texture.
 

Jetti

L5: Dapper Member
May 2, 2010
226
111
I think it looks nice. Could use a little "healthier" grass sprites in the healthy grass though.
 
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ColonelBD

L1: Registered
Jan 9, 2010
18
21
Sorry about the lack of updates, im going away for a few days tommorow so I had to spend time preparing. Detail wise, ive only added a few windows to the big buildings, and changed the grass to the dustbowl grass. However, Im red/green color blind so I can't see that much of a difference, so feedback on the grass would be apreciated.

artpass_colonelbd0012.jpg


BTW, does anyone know a good tutorial about getting detail sprites onto custom textures? Cause ive looked on the VDC, and theres nothing about using them in custom textures.
 

littleedge

L1111: Clipping Guru
aa
Mar 2, 2009
986
605
Next time you take screenshots, do one of the following:

A) Join Spectator. In Console, 'sv_cheats 1' then 'cl_drawhud 0'
B) Join a team. In console, 'sv_cheats 1' then 'r_drawviewmodels 0' then 'cl_drawhud 0'

Take a screenshot, and then do it in reverse, changing 0 to 1 and 1 to 0.