WiP in WiP, post your screenshots!

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Nov 13, 2015
138
512
Man you might be able to create a whole prop pack with those! I'm worrying it a bit about the map performance though since it has so much poly.

EDIT: Wait, are you making the prop set for distribution? or for your map?

polys are usually not the issue, eeerm....meaning that good ol source usually plays pretty good on decent mid-range computers now days, but overall less fancy stuff where combat happens and more fancy stuff where combat does not happen, ..., those beams are 500 polys per piece, currently the spawn has less than 10k polys...which is close to nothing, as long you are only seeing a few rooms I'd say 30-40k static polys are within range, but you always have to leave some room for hats etc, especially if you are doing it with 12ppl on each side - all with fancy hats, thats 15-25k polys right duuure...meaning you have 10-20k polys to play with, (take these numbers with a grain of salt,)

wasn't going to release it, but if the stuff turns out decent I see no reason not too - only issue is if you are releasing stuff for others to use you need to have a decent - or at minimum, a understandable naming conventions, lods etc...the props are very situational and other users might expect more things to fulfill their vision, its also a theme you cant mix with any of the other stuff you find in tf2 so you would be very limited with the ~80 or so props provided here, which might not be enough to cover your needs

TEACH US PLOX

will make a decent tutorial after the Holiday madness! promis!!!!
 

Moonrat

nothing left
aa
Jul 30, 2014
932
585
QXIgwd3.jpg


Getting back into the swing of things, forgot to turn off shadowing on some of these things. but whatever
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
I mean yeah we sure left 1.6 mapping methods in the past but look I found a way to deal with the long fluorescent lights. I mean it's pretty obvious but look how cool it is.
upload_2016-12-17_16-19-51.png

Under the lamp, we have a brush with light emitting texture at the bottom:
upload_2016-12-17_16-22-29.png

It can be set to func_brush and killed on map launch to show the lamp bottom which is prettier - it affects lightmaps that will already be baked. Could set render mode to Dont Render but that will still grab the edict.
Under that, we got a brush with a white-to black gradient texture, set to be a func_brush with Additive rendering mode (so black fade will be transparent) and about 1/3 opacity:
upload_2016-12-17_16-27-46.png

Now disable any shadowing on it and the collisions as well. That's the highlight. After that, we can make there and tweak a func_dustmotes for nice dust there.
Boom! a long lamp without ugly series of point light entites, that works! remember to cut down edits taken by highlights by joining several all-seen-at-once highlight func_brushes into one.
 
Last edited:

Twist.vmf

L420: High Member
Jul 29, 2016
439
208
I mean yeah we sure left 1.6 mapping methods in the past but look I found a way to deal with the long fluorescent lights. I mean it's pretty obvious but look how cool it is.
upload_2016-12-17_16-19-51.png

Under the lamp, we have a brush with light emitting texture at the bottom:
upload_2016-12-17_16-22-29.png

It can be set to func_brush and killed on map launch to show the lamp bottom which is prettier - it affects lightmaps that will already be baked. Could set render mode to Dont Render but that will still grab the edict.
Under that, we got a brush with a white-to black gradient texture, set to be a func_brush with Additive rendering mode (so black fade will be transparent) and about 1/3 opacity:
upload_2016-12-17_16-27-46.png

Now disable any shadowing on it and the collisions as well. That's the highlight. After that, we can make there and tweak a func_dustmotes for nice dust there.
Boom! a long lamp without ugly series of point light entites, that works! remember to cut down edits taken by highlights by joining several all-seen-at-once highlight func_brushes into one.
FINALLY! i hate having to avoid using those lights!
 

Crash

func_nerd
aa
Mar 1, 2010
3,312
5,498
I mean yeah we sure left 1.6 mapping methods in the past but look I found a way to deal with the long fluorescent lights. I mean it's pretty obvious but look how cool it is.
upload_2016-12-17_16-19-51.png

Under the lamp, we have a brush with light emitting texture at the bottom:
upload_2016-12-17_16-22-29.png

It can be set to func_brush and killed on map launch to show the lamp bottom which is prettier - it affects lightmaps that will already be baked. Could set render mode to Dont Render but that will still grab the edict.
Under that, we got a brush with a white-to black gradient texture, set to be a func_brush with Additive rendering mode (so black fade will be transparent) and about 1/3 opacity:
upload_2016-12-17_16-27-46.png

Now disable any shadowing on it and the collisions as well. That's the highlight. After that, we can make there and tweak a func_dustmotes for nice dust there.
Boom! a long lamp without ugly series of point light entites, that works! remember to cut down edits taken by highlights by joining several all-seen-at-once highlight func_brushes into one.

You should give this it's own post where it won't be buried among WIP posts.
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
I've got it in my signature, but yeah, I'll write a properly done guide a bit later.
 

Izotope

Sourcerer
aa
May 13, 2013
699
763
I didn't know about white to black gradients turning transparent with Additive, thanks for sharing!
Even with all the knowledge in the world, you can learn something new every day.
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
Additive literally works by adding the RGB values. So if we have a pixel with, say <148, 170, 204> (light, bleaker blue) color, and it's being overdrawn with a black (0, 0, 0) pixel with additive, instead of turning into <0, 0, 0>, pixel turns into <148+0, 170+0, 204+0>, obviously stayng the same. The lighter the color, the more solid it is.
 
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MaccyF

Notoriously Unreliable
aa
Mar 27, 2015
915
1,543
I mean yeah we sure left 1.6 mapping methods in the past but look I found a way to deal with the long fluorescent lights. I mean it's pretty obvious but look how cool it is.
upload_2016-12-17_16-19-51.png

Under the lamp, we have a brush with light emitting texture at the bottom:
upload_2016-12-17_16-22-29.png

It can be set to func_brush and killed on map launch to show the lamp bottom which is prettier - it affects lightmaps that will already be baked. Could set render mode to Dont Render but that will still grab the edict.
Under that, we got a brush with a white-to black gradient texture, set to be a func_brush with Additive rendering mode (so black fade will be transparent) and about 1/3 opacity:
upload_2016-12-17_16-27-46.png

Now disable any shadowing on it and the collisions as well. That's the highlight. After that, we can make there and tweak a func_dustmotes for nice dust there.
Boom! a long lamp without ugly series of point light entites, that works! remember to cut down edits taken by highlights by joining several all-seen-at-once highlight func_brushes into one.

would be cool if you could work in a fresnel term to get it to look brighter from shallower angles
 
Last edited:

puxorb

L69: Emoticon
aa
Dec 15, 2013
531
798
I mean yeah we sure left 1.6 mapping methods in the past but look I found a way to deal with the long fluorescent lights. I mean it's pretty obvious but look how cool it is.
upload_2016-12-17_16-19-51.png

Under the lamp, we have a brush with light emitting texture at the bottom:
upload_2016-12-17_16-22-29.png

It can be set to func_brush and killed on map launch to show the lamp bottom which is prettier - it affects lightmaps that will already be baked. Could set render mode to Dont Render but that will still grab the edict.
Under that, we got a brush with a white-to black gradient texture, set to be a func_brush with Additive rendering mode (so black fade will be transparent) and about 1/3 opacity:
upload_2016-12-17_16-27-46.png

Now disable any shadowing on it and the collisions as well. That's the highlight. After that, we can make there and tweak a func_dustmotes for nice dust there.
Boom! a long lamp without ugly series of point light entites, that works! remember to cut down edits taken by highlights by joining several all-seen-at-once highlight func_brushes into one.

This would also be awesome for god-rays coming in through gaps in the ceiling, like on 2fort. Someone could make a more yellowish version of the texture too.
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
Not really good to be honest. @AsG_Alligator found a solution: make an already transparent gradient texture with $nocull and use displacements, but that looked like too much effort for me, and func_brush is kinda more flexible.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849
Did a little bit more Hammer. This seems like a map I want to pursue.

IlCCgE7.jpg


ND4VU1o.jpg


guRGbf5.jpg
 
Last edited:

Twist.vmf

L420: High Member
Jul 29, 2016
439
208
how can i make a singleplayer map multiplayer?

it's not done though
 

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