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WiP in WiP, post your screenshots!

Discussion in 'Mapping Questions & Discussion' started by Arhurt, Aug 28, 2008.

  1. Mr Egg

    Mr Egg L1: Registered

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    Well ok, brushes are func_detail, but what's the point ? ^^
     
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  2. tyler

    aa tyler

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    It's just to make sure the room is cut into better vis leaves, that's all. Since it's your first time he wanted to make sure you knew.
     
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  3. Dragonstorm24

    Dragonstorm24 L4: Comfortable Member

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  4. nik

    nik L12: Fabulous Member

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    I wouldnt use that panelling texture for the beams up front, it looks odd when they're so thin
     
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  5. froggie

    froggie L1: Registered

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    Just some WiP stuff I hope to finish some day.
    [​IMG]
    [​IMG]
    [​IMG]
     
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  6. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    Am i the only one who finds that tile texture annoying? It's perfect for roofs, but as close to the player as many people use it (including CP_Manor) and it's revealed to be flat, and looks like tile-effect linoleum.

    Also, in the bottom screenshot the stuff next to the camera is upside-down.
     
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  7. 309blank

    309blank L1: Registered

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    haha, hartz vier bräu, very clever :)
     
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  8. 3Dnj

    aa 3Dnj Ducks

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    Dragonstorm, your lights are too yellow :(
     
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  9. Mr Egg

    Mr Egg L1: Registered

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    Oh no, those are stairs
     
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  10. tyler

    aa tyler

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    Good! I can say you're already ahead of 75% of TF2 mappers out there then.
     
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  11. Mr Egg

    Mr Egg L1: Registered

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    Hey nice of you ! But I can't go further right now, I've got a nasty leak problem U_u
     
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  12. agent00kevin

    agent00kevin L1: Registered

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    Are those brush-props I see?

    If so, I highly recommend using prop-props, not made in hammer from brushwork.

    If you really want to use them, (and they're HammerModels) check this out: it makes Hammer Editor brushes into props.

    http://forums.steampowered.com/forums/showthread.php?t=970412
     
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  13. tyler

    aa tyler

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    [​IMG]

    hooray
     
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  14. mariodude146

    mariodude146 L1: Registered

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    Some screenshots of koth_wetworks in the sdk will be up in about a 3 weeks since im on vacation right now. Sorry for the delay.
     
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    Last edited: Nov 14, 2010
  15. EArkham

    aa EArkham Necromancer

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    [​IMG]

    Texture is only 512x512, so I'll probably redo it since the pixelation is kinda obvious on the paper's pattern.

    Still needs textures for BLU, too.

    Also, decided to make the paper semi-transparent, which means I'll need to rework some things in XSI to avoid the sorting errors that happen with transparency. But having a screen that you can illuminate from behind will be worth it!

    Kep
     
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  16. Mr Egg

    Mr Egg L1: Registered

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    Nice ! Is it part of a themed map you're making ? Japanese theme ? Must be hard if you have to dev everything =)
     
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  17. Chartle

    Chartle L1: Registered

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    Some map I've started to work on, first point is pretty much layed out (beware shit lighting and dev texture galore)

    [​IMG]


    Oops, how did I resized?
     
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  18. nik

    nik L12: Fabulous Member

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    just paste the direct link to the image into the image button at the top of quick-reply
     
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  19. Godslayer57

    Godslayer57 L8: Fancy Shmancy Member

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    [​IMG]
    I think bots are scared of hights
     
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  20. nik

    nik L12: Fabulous Member

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    dat cliff

    DAT DROP
     
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