WiP in WiP, post your screenshots!

evanonline

L420: High Member
Mar 15, 2009
485
273
BsqUlTSCUAAe2op.png


i am so cool
 

Freyja

aa
Jul 31, 2009
3,016
5,849
You must release.

First compile:

2014-07-16_00001.jpg


Lots of lighting tweaking to do...Wish there was a real time preview :(
 
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Crash

func_nerd
aa
Mar 1, 2010
3,370
5,533
You must release.

First compile:

2014-07-16_00001.jpg


Lots of lighting tweaking to do...Wish there was a real time preview :(

Looks good. I like the foliage use. I think you went a bit overboard with the sprite glow effects, though. Makes it look very busy.

That might be part of the tweaking, though.
 

xzzy

aa
Jan 30, 2010
815
531
The double spotlights on the fluorescent lamps in particular looks a bit goofy.

Those types of lights don't really need halos, I think they work better if you only treat them as a "light justification" prop. Meaning if you have a light_spotlight illuminating a space and you want to create a reason for light to be there, drop in a fluorescent lamp.

I'm not sure about the railing either, it definitely looks really nice, but I can imagine being annoyed getting tripped up on it in a firefight. Maybe player clips could fix that?
 

Freyja

aa
Jul 31, 2009
3,016
5,849
I dun did a thing.

cubemap1.jpg


This means when pasting/placing using the entity tool, the cubemap will automatically be positioned 64 units off the ground, thanks to the bounding box of the model.
It also replaces the cubemap entity with a fancy model!
 

Freyja

aa
Jul 31, 2009
3,016
5,849
No, the model is only reffered to in the FGD. Pakrat doesn't try to pack Boojum's custom engineer model for the player teamspawn, does it? :)

Anyway, here's the download link. It needs you to install the entry into the FGD manually (just copy and paste it into the bottom). The rest is just installing a model normally. Wont affect the positioning of any existing cubemaps (The model is just a sphere at the same place as the normal ent, but with a bounding box of -64), so existing ents are unaffected.

EDIT: Apparently there's a better way than adding a model, by just adding this to your FGD:

@PointClass color(0 0 255) size(-1 -1 -64, 1 1 -8) sidelist(sides) iconsprite("editor/env_cubemap.vmt") = env_cubemap :
"An entity that creates a sample point for the Cubic Environment Map."
[
cubemapsize(choices) : "Cubemap Size" : 0 =
[
0 : "Default"
1 : "1x1"
2 : "2x2"
3 : "4x4"
4 : "8x8"
5 : "16x16"
6 : "32x32"
7 : "64x64"
8 : "128x128"
9 : "256x256"
]
sides(sidelist) : "Brush faces": : "(Optional) Brushes faces to directly attach to the env_cubemap. Press Pick then click on faces in the 3D View to select them. Use CTRL while clicking to add or remove from the selection."
]

Which will result in
cubemap.JPG


So use whichever method you wish I guess
 
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EArkham

Necromancer
aa
Aug 14, 2009
1,626
2,775
I usually just put mine right on top of the ground brushwork, then once I'm done placing them: Map > Entity Report > By Class - env_cubemap, select all of them, cntrl-M, move them 64 units on the Z axis. Sounds like a lot of steps, but it's really fast to do.

Also, new workshoppy thing I finished:





http://steamcommunity.com/sharedfiles/filedetails/?id=287107312

Unfortunately, looks like this one is a dud (no pun intended) since it's getting hit pretty hard in the ratings, heh.
 
Mar 23, 2010
1,875
1,700
are those cannons coming out of the rock in the first screenshot? they look very frightening
 

Idolon

they/them
aa
Feb 7, 2008
2,128
6,140