WiP in WiP, post your screenshots!

Bakscratch

Finisher of Maps
aa
Oct 29, 2010
714
1,495
20160503191143_1.jpg

Puddles :cool:
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
I would question the bump mapping, but yeah that's pretty spiffy. Is it a fancy blend material, or...?
 

Shogun

L6: Sharp Member
Jan 31, 2014
260
221
@Pocket looks like a displaced custom blend texture of stone to water in between stone with a water brush on top of it. I could be completely wrong though and it could just be a really fancy custom texture.

Actually the more I look at it the more confused I get. I have no idea.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
My guess is that it's just a blend material where the "water" is just a blue-tinted version of the cobblestone (possibly using $color) with an animated normal map and $envmap on. But if I'm right, I'm surprised you can put use a material with $envmap in a blend.

Wonder why Valve never thought of it before. All their puddles are props.
 

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
912
1,741
My guess is that it's just a blend material where the "water" is just a blue-tinted version of the cobblestone (possibly using $color) with an animated normal map and $envmap on. But if I'm right, I'm surprised you can put use a material with $envmap in a blend.

Wonder why Valve never thought of it before. All their puddles are props.
You can even tell it's just a blended texture because around the puddle, there is small tints of blue/water between the cracks of the cobble. And overlay would not really be able to do this, so it must be the "in-between" of a cobble to water blend texture.
 

Bakscratch

Finisher of Maps
aa
Oct 29, 2010
714
1,495
I would question the bump mapping, but yeah that's pretty spiffy. Is it a fancy blend material, or...?
@Pocket looks like a displaced custom blend texture of stone to water in between stone with a water brush on top of it. I could be completely wrong though and it could just be a really fancy custom texture.

Actually the more I look at it the more confused I get. I have no idea.
My guess is that it's just a blend material where the "water" is just a blue-tinted version of the cobblestone (possibly using $color) with an animated normal map and $envmap on. But if I'm right, I'm surprised you can put use a material with $envmap in a blend.

Wonder why Valve never thought of it before. All their puddles are props.
You can even tell it's just a blended texture because around the puddle, there is small tints of blue/water between the cracks of the cobble. And overlay would not really be able to do this, so it must be the "in-between" of a cobble to water blend texture.

Nope
 

Crowbar

aa
Dec 19, 2015
1,455
1,298
Probably a blend of regular bricks and bricks with water between them + actual water under disp, and disp is lowered when the puddle should be. Ez but beautiful.
 

Crowbar

aa
Dec 19, 2015
1,455
1,298
3 textures blend? That's pretty silly valve only used 2-blends without making as many as you want+adding layers, but I did not hear they implemented it.

EDIT: Another variant: It's not Source and @Bakscratch is trolling us lmao
 

Yrr

An Actual Deer
aa
Sep 20, 2015
1,317
2,759
or the bricks are one texture, the water is the other, and the inbetween is just the blend mask...
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
That's what I suggested but apparently that's not it. I mean, I suppose it's possible that it's an overlay or model and the alpha was painted manually, perhaps using the cobblestone modulater as a surface texture or whatever Photoshop calls it, and then it was just really carefully placed. But I like my idea better and apparently $envmap is supported by WorldVertexTransition. I want to try it out now.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
UPDATE: Wow! That totally didn't work! The problem appears to be that WorldVertexTransition doesn't actually support separate $envmap values for the two materials, and I'm not sure why. Maybe it should be marked "whole material only" on the wiki but the rest of you are welcome to experiment further just to make sure.
 

K_Factor

L1: Registered
May 6, 2016
17
0
Hello mapping Community!

This is my first post, as I started working on a map Cp_Digsite for the Mayann project. I do model for the workshop and decided to branch out.

Here is a simple, basic layout just to get the gist of gameply once set up.
 

Sheltr

L3: Member
Feb 24, 2011
107
73
Looks like a lot of long sight lines and over scaled. try to make some smaller more closed in areas. also when you are around 20 seconds in you can see far to the other side of the map. but layout wise it doesn't look that bad for an early map. keep working, try to get the scale down a bit, remove some of those long sight lines and put it up for map testing!
 

Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
WIP changes to Bio for the next version (big changes are expansion on last, redesignish of mid connector, and total redesign of second)

e7e4da00db.jpg

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