WiP in WiP, post your screenshots!

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Q24ssUX.png


mopeds are the worst sbldfkbdfobn
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
I'd recommend removing the spotlight sprites; it's really not an appropriate place for them. And the standard way to deal with light sources from those props is to reduce the lightmap scale on the affected faces (using the texture application tool) and to angle and/or shift the light sources further away from the pillar if that's not good enough.
 

Ælement

Comfortably mediocre
aa
Dec 21, 2010
1,481
1,616
Still doing achievement_l33tsc0p or whatever name is suitable for achievement maps, and i got a little idea for a gimmick. It's basically an arena that can fit in a lobby or whatever, and shrinks entering players down to the size of a puppet. Only problem with it right now is that things like speed, jump height and melee range doesn't change with the size of the model, but whatever.
29A54B9248455DCD867CB9DEBCFE0A5A84FA6B4A
 
D

Digaag Wa Riz

Well for the jump height you can just increase the gravity and for the speed you can use a trigger_stun. I don't know if it's possible to affect melee range though.
 
D

Digaag Wa Riz

There is an option for trigger_stun to allow it only to affect running speed so that you can still use weapons.
 

Sel

Banned
Feb 18, 2009
1,239
2,570
if you're not going to take proper renders at the very least press g to hide the grid

also that curve consistency is terrible, your handle and blade are obviously not smooth, yet you're using a huge amount of geometry to make a smooth twist that will probably never be seen?
 

Ælement

Comfortably mediocre
aa
Dec 21, 2010
1,481
1,616
if you're not going to take proper renders at the very least press g to hide the grid

also that curve consistency is terrible, your handle and blade are obviously not smooth, yet you're using a huge amount of geometry to make a smooth twist that will probably never be seen?

I am all up for suggestions on how to improve the curves
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
reduce polys by 50-75% - bake normals from high poly (which you'd need to beef up and add bevels to etc)
 

Sel

Banned
Feb 18, 2009
1,239
2,570
I am all up for suggestions on how to improve the curves

uh, for the twist, i'd say just don't have it at all since no one would ever get close enough to really see it, as for everything else, edge and/or vertex chamfer is your bestest friend.
 

xzzy

aa
Jan 30, 2010
815
531
Keep the twist and use it in your high res model to build the normalmap.

There's no need for that geometry to be put in the game though.
 

Woozlez

L3: Member
Jul 28, 2010
129
287
Still doing achievement_l33tsc0p or whatever name is suitable for achievement maps, and i got a little idea for a gimmick. It's basically an arena that can fit in a lobby or whatever, and shrinks entering players down to the size of a puppet. Only problem with it right now is that things like speed, jump height and melee range doesn't change with the size of the model, but whatever.
29A54B9248455DCD867CB9DEBCFE0A5A84FA6B4A

Reverse Skybox maybe? Most of the map is in the skybox area, and then there is this area in the center of the map, with the sky camera aligned with the table?

Speaking of which, someone could even remove the skybox for Coaltown, and replace the museum model in the spawn area with the actual map. That'd be trippy.
 

Idolon

they/them
aa
Feb 7, 2008
2,107
6,116
You can't see the 'real world' from the 3D sky, since being in the 3D sky area would make it the 'real world.' In other words, the 3D sky doesn't work in reverse.
 
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Digaag Wa Riz

uC7YkfG.jpg


oFbe6jJ.jpg


I just decided the best way for me to start making the map was to set my grid size to 128x128 and then reduce for the smaller details. Seems to be working out.
 

xzzy

aa
Jan 30, 2010
815
531
Building map structure on a huge grid is smart in general, if you ever need to move bits around or scale things it's much easier to work with a bigger grid.