WiP in WiP, post your screenshots!

Crash

func_nerd
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Mar 1, 2010
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Video WIP:
2015-04-25_14-51-23.jpg
 

Berry

resident homo
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Dec 27, 2012
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It's a little cluttered, but I think that has to do with the SFM background. How about just the desk with the blueprint over the shoulder?

Or firstly maybe just try desaturating the background?
 

Crash

func_nerd
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Mar 1, 2010
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It's the splash screen for the start of the video, it starts without the logo in the top and then fades that in, followed by the chapter number, episode number, and episode title.

It's a little cluttered, but the way it comes in makes it feel not too bad, imo.
 

Berry

resident homo
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Dec 27, 2012
1,056
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It's the splash screen for the start of the video, it starts without the logo in the top and then fades that in, followed by the chapter number, episode number, and episode title.

It's a little cluttered, but the way it comes in makes it feel not too bad, imo.

Maybe the orange text could just stand out a bit more over the background rather than blending in?
 

Idolon

they/them
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Feb 7, 2008
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Maybe the orange text could just stand out a bit more over the background rather than blending in?

This. Making them about the same shade of orange is automatically going to make people associate the two as being part of the same "thing." The further apart the colors are, the easier it is to set the text aside as its own entity. For further reading, look up "gestalt principles."

Like Berry also suggested, I would desaturate the background. You could also fade the saturation out when the text fades in.

I would also suggest maybe moving the ueakCRASH, TF2Maps.net, and Essentials.tf logos to all be in a row along the bottom. That's probably just a matter of personal taste, though.
 
Oct 6, 2008
1,969
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here's two shots from the game day - the words he used are appropriate - he jumped too high and got sucked up into the gravity well!

gravitywell-01.jpg


gravitywell-02.jpg
 

Vel0city

func_fish
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Dec 6, 2014
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So I got Tacoman_'s aurora particle and decided to give it a try on a modified version of my 2014 detail contest map.

Not bad for a start, but it could be improved upon, which I already explained the details to in a PM to Tacoman_.

D462C56C6D8DBEF22B2434BD55FBEB9C6E589257


Here it is from a skybox. Scaled up it's hovering at 768 HU from the ground.

D616FC688DC624ABC7F87EE3F9A9A950F14F0754
 

Vel0city

func_fish
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Dec 6, 2014
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Not to mention they'd be above the cloud layer, which complicates things significantly.

Well, that's something that we'll never be able to fix, unless Source gets support for dynamic 2D skyboxes. As long as the whole thing is done with particles it will always be below the 2D skybox's clouds. Unless you can live with a static aurora in which case you can just make a 2D skybox with some pretty auroras in it.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
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Sep 5, 2010
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Well, that's something that we'll never be able to fix, unless Source gets support for dynamic 2D skyboxes. As long as the whole thing is done with particles it will always be below the 2D skybox's clouds. Unless you can live with a static aurora in which case you can just make a 2D skybox with some pretty auroras in it.

Or use a skybox that doesn't have clouds.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
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Sep 8, 2008
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Well, that's something that we'll never be able to fix, unless Source gets support for dynamic 2D skyboxes. As long as the whole thing is done with particles it will always be below the 2D skybox's clouds. Unless you can live with a static aurora in which case you can just make a 2D skybox with some pretty auroras in it.
Have a 2d skybox without clouds. Then in the 3d skybox ensure its scaled properly and add the layer of clouds high in the skybox. (note though, it requires a large skybox to get a decent effect). Then above that layer put the particle effect. You can even make the clouds move with that.

If im right in de_tides in css used to have moving clouds so that might be worthy to look at.
 

Vel0city

func_fish
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Dec 6, 2014
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Have a 2d skybox without clouds. Then in the 3d skybox ensure its scaled properly and add the layer of clouds high in the skybox. (note though, it requires a large skybox to get a decent effect). Then above that layer put the particle effect. You can even make the clouds move with that.

If im right in de_tides in css used to have moving clouds so that might be worthy to look at.

Yeah, I remember something like a cloud sphere over the map.

Hmmm. Could work, although we need a TF2 specific one that can support a skybox the size of Badwater or Granary . But the aurora particle needs some tweaking anyway to become at least 4x the size. Right now it's super tiny.

But then again, gotta watch dem fps. TF2's engine is not the same as CS:GO's engine (I know at least some maps that use the cloud sphere) so it all comes down to engine support of real-time "clouds" and the particles behind that.

Now that I think of it, doesn't Astroid have a star dome above it that's dynamic?

EDIT yes. Yes it does. We could use that as a basis.

EDIT 2 I got a closer look at how a star twinkles. It's a stationary square that has an animated greyscale texture scrolling on it that makes it appear brighter and darker depending on the texture. We could do the same with some stationary clouds changing shape. Or indeed moving clouds.

Man I'm stoked about this idea. Unfortunately I can't texture/edit particles for shit, so I can't help a lot with it. But we need it.
 
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Idolon

they/them
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Feb 7, 2008
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2fort's (and Byre's, if you're curious) clouds are just a giant cylinder around the map in the 3dsky that slowly rotates. Super cheap, and dynamic.