CP artpass_ColonelBD

Discussion in 'Map Factory' started by ColonelBD, Jul 29, 2010.

  1. ColonelBD

    ColonelBD L1: Registered

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    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.
     
    Last edited: Jul 29, 2010
  2. alecom

    alecom L8: Fancy Shmancy Member

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    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.
     
  3. Draco18s

    Draco18s L9: Fashionable Member

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    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.
     
  4. ColonelBD

    ColonelBD L1: Registered

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    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:

    [​IMG]

    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.
     
  5. Jetti

    Jetti L5: Dapper Member

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    I think it looks nice. Could use a little "healthier" grass sprites in the healthy grass though.
     
    Last edited: Jul 30, 2010
  6. ColonelBD

    ColonelBD L1: Registered

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    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.

    [​IMG]

    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.
     
  7. littleedge

    aa littleedge L1111: Clipping Guru

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    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.