WiP in WiP, post your screenshots!

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
screengrab_20120801082440.jpg


Beginning work on crusoe. Closing off one route and removing some cover to increase the viability of this sentry position.

Next step: i'm just gonna go ahead and remove the whole cave area.
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,774
Poopy Joe will live again!

Only base colour fills done right now. No rigging, no transparency (why his hair looks daft right now), no phong yet.

poopyjoe_american_hero_wip02.jpg
 

GPuzzle

L9: Fashionable Member
Feb 27, 2012
638
414
If you don't make a GOOD SD map, EArkham, I'm going to be slighty disappointed. But if you don't, please someone else do it! It will be awesome!
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Oh you're another person who cranks up the texture scale on their skybox brushes? I also turn my playerclip scale up to about 300 so it's just solid purple. That makes it so much easier to see what's behind it.
 

3Dnj

Ducks
aa
Dec 21, 2008
288
638
Oh you're another person who cranks up the texture scale on their skybox brushes? I also turn my playerclip scale up to about 300 so it's just solid purple. That makes it so much easier to see what's behind it.

Also, you can edit vtfs to make them uniform so you won't have to deal with scale anymore.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,697
2,581
Wooden fencing sticking out of solid concrete doesn't make any sense to me. How would that even work? Unless they jammed them in there while the cement was still wet.
 

tyler

aa
Sep 11, 2013
5,102
4,621
This is yylers old map. Broadly, anything neat in the brushwork is his. I do like that playerclip trick, though.

Yeah, that's from like a 3 or 4 map stretch where I was setting all my tool textures to 1 or 5 scale or something, but changing their scale in the FGD seems a lot easier and faster and I'm gonna do that.
 

tyler

aa
Sep 11, 2013
5,102
4,621
Yeah, I meant VMT files, not FGD, but I can't remember where ABS stuck the modified tool VMTs included with his pack.

Edit: C:\Program Files (x86)\Steam\steamapps\yyler\sourcesdk\bin\orangebox\tf\materials\tools

Just add "$basetexturetransform" "center .5 .5 scale .25 .25 rotate 0 translate 0 0" on a new line before the last closing bracket and any textures at .25 scale will appaer at 1 in Hammer.
 
Last edited by a moderator:
Mar 20, 2012
391
806
Stupid question, but what does setting the scale of skybox textures to a higher stretch actually do?

I get the player clips and wanting to see past them, but I don't quite understand the skybox texture one.