WiP in WiP, post your screenshots!

Harribo

aa
Nov 1, 2009
871
851
WIPinWIP.png
 

Deodorant

L6: Sharp Member
Oct 31, 2011
263
214
Shit. You guys are so good at making maps. I'm getting a minority complex here.
So, uh, anyway.. I dropped by to ask a few more noob questions that will establish my inferiority even further.

I did as someone told me a bunch of pages ago and looked at the decompiled official maps to study how the lighting was made. However, every light I find is a 'multiple objects' entity that I can't disassemble to study. Even if I could, I wouldn't know how to assemble one myself. I suppose I could find some appropriate ones and just copy them, but that seems like a pretty horrible way to work. How did you guys learn to make proper lights?

The lower part of my skybox looks glitched and horrible, and has always done so. Does anyone have any idea why, and what I can do about it?

Since intersecting displacements are apparently a bad idea, how should I give this tower a good, professional rock foundation? I tried using the vertex tool to extend the rock wall, but that resulted in an 'invalid solids, destroy displacements?' error message.
 

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,258
multiple objects is just an object group that gets selected as one. choose the object selection where it says Groups Objects Solids to select individual objects

all the skyboxes are that way. maps just hide it behind geometry.

you can keep the displacements the way they are and just displace them into desired position
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,774
Pffft, what's a map?

WIP of a dual flamethrower (~4600 tris). Part of a themed set:

wip_dualflamethrower01.jpg


I need to go back and optimize the UV mapping, it's taking up too much space. I didn't want to get as crazy or as large as a lot of other custom flamethrowers I've seen, so I went back to the basics of TF2 design. Hopefully the profile is still different enough to stand out from the degreaser and backburner/default.

Name isn't set in stone, but likely going with "The Hydra."
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
845
Hmmm, looks like if this were to get implemented valve would have to make a new particle that allows 2 streams of fire next to one another. :)
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
845
that's good blob, simple, sophisticated and detailed at the same time. I would definitely use that as a main spawn room. :)
 

Trotim

aa
Jul 14, 2009
1,195
1,045
they wouldn't change the particle effect at all

it would also have stats like
-60% damage
marks target for death
 
Jan 8, 2011
397
393
You people need to stop being so good at detailing.

In other news, here's the outside of my WiP blue spawn.
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3C9CD63B62104E5186357516C677C6FF48E9085F

It's very ugly, and I'm really not sure what to do about it. Also, please ignore the floating control points.
 

Deodorant

L6: Sharp Member
Oct 31, 2011
263
214
multiple objects is just an object group that gets selected as one. choose the object selection where it says Groups Objects Solids to select individual objects

all the skyboxes are that way. maps just hide it behind geometry.

you can keep the displacements the way they are and just displace them into desired position
Thanks! I am now able to study lights without any problems.

Huh, that's odd. Well, thanks for that knowledge, too.

By displace I suppose you mean move by using paint geometry? It'll create some stretches and squashes, but since it'll all be snowy it will most likely not be too noticable. I guess I can park a truck there as well. Thanks!
You people need to stop being so good at detailing.

In other news, here's the outside of my WiP blue spawn.
[Images]
It's very ugly, and I'm really not sure what to do about it. Also, please ignore the floating control points.
Oh, yeah, that is a horrible monstrosity that burns my eyes. I am very superior to you in skill.

Seriously though, I don't really see the problem. Stick some company decals and scatter a few barrels here and there, and it will look official. If you want, you could stick beams in the corners of the walls.


So... I just deleted the whole cliff-y part of my map once again, because I kept getting invalid solids. It was definitely not due to excessive splitting, and a few of the faulty brushes were definitely not concave. I created cubic brushes, adjusted the corners in ways that resulted in trapezoid faces, turned a handful of faces per brush into displacement faces and then painted the geometry on those faces. What did I do wrong?
 
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AngryAngus

L3: Member
Jul 20, 2011
101
124
A4C1A16BD074FAB2AD9CE4082B2912C9ADDDC2C9

D63BFD3FC8D6DBBDE7F3E61FDD8A835D126481E7

C2B354DEF5C94EAC89DB0CEA2166E4875627F616

0AB899AB841390378B4635FBBCB8A62699169804

9702DE78337724C83AC8FCD9202DACB1F6FF88FA

It still alpha so it needs some props and improved floor texture but yeah...opinions? I haven't really done much tf2 detailing before, heck this will probably be my first map release.
 
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Jan 8, 2011
397
393
You may want to add a locker or two, just to make that sign not seem so out of place.