WiP in WiP, post your screenshots!

Moonrat

nothing left
aa
Jul 30, 2014
932
585
0W8fJw2.png


YPkE37r.png


Co1gxu0.png


2w4v2DG.png


I may or may not be making a thing....
 

Jusa

aa
May 28, 2013
380
620
c7DC37J.png


Im reaching an acceptable level of ramness and jamness with the posters now.

And now i realize i forgot to add the grainy noise effect to make them look more paperish. After I made this exelent collage of them.



Sometimes i wonder why I am up making posters for fictional Jam Industries at 3am.
 
Last edited:

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
Yeah, you should be making them at 3:30 AM.
 

wareya

L420: High Member
Jun 17, 2012
493
191
check your fog with and without r_pixelfog enabled so that it's not too strong on people with the setting enabled and not too weak on people with the setting disabled.
 

hutty

aa
Mar 30, 2014
547
446
woah ... disabling it makes the fog way too thick. What setting is the default for an average player? I messed around with configs so some of my stuff isn't ideal (still cant get the rain back on sawmill)
 

Empyre

L6: Sharp Member
Feb 8, 2011
309
187
Moonrat, the red light looks good, but it would make it impossible to tell what team other players are on. I made the same mistake long ago in a TFC map.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
Uhh.. did someone remember my map? (I just posted it 2 days ago so...)
I have a huge problem, i almost finish it (for alpha) and mirrored it... but when i mirrored it, the time for the compile lasts forever...
And i don't know how to optimize!
Step one, learn how to use func_detail properly. Basically, anything that's not a large wall or floor or ceiling should probably be converted to func_detail to tell the compiler to ignore it when calculating what players can see from where — for example, steps in staircases, sloped roofs, any sort of trim, small shacks... as an extreme example, all three of the control point buildings in Gravel Pit are func_detail because the walls are full of big gaps that prevent them from fully blocking the view of anything significant.

That said, if this is your very first version and you're already needing to make judicious use of func_detail, you probably introduced too much detail for an alpha.

Alternatively, you might have introduced errors in the compile. A leak — which is very possible if you mirrored your map, like say you forgot to select one critical brush before you copypasted — will wreck your compile time in addition to the map itself. Try running just VBSP and see if there are any issues reported.
 

Moonrat

nothing left
aa
Jul 30, 2014
932
585
Moonrat, the red light looks good, but it would make it impossible to tell what team other players are on. I made the same mistake long ago in a TFC map.

Why should you have to worry about identifying your teammates, you ain't gon have any there. It's eitha ya or ya enemy!

Not like you'd need to worry about your enemies identifying you, they're all computers anyways
 
Last edited:

wareya

L420: High Member
Jun 17, 2012
493
191
woah ... disabling it makes the fog way too thick. What setting is the default for an average player? I messed around with configs so some of my stuff isn't ideal (still cant get the rain back on sawmill)

people regularly use both settings. all you can do is make your fog for the worst cast scenario
 
Mar 23, 2013
1,013
347
people regularly use both settings. all you can do is make your fog for the worst cast scenario

Never heard of that setting but after googling I heard that it gives you super think fog on maps like dustbowl as well, so why use it in the first place?