Looks familiar for me. I remember he was in the one of PlayStation 2 games
Looks familiar for me. I remember he was in the one of PlayStation 2 games
you should maybe ask fubarFX who made a map underwater also it is looking goodHello Guys!
I'm currently Working on a map inspired by bioshock's Rapture!
It's called PD_Underwater
The goal is to collect more ADAM than the other team, I've already made the 2 Points wich represent Gatherer's Garden's From bioshock
Also I made some ArtDeco Building concepts
(Link to Images: http://imgur.com/a/CpmWr)
Now i have a problem that i need to solve (and thats why i made this post)
I need to make an illusion about the map being underwater. I tried particles (Wich are terrible) combined with an ocean blue light_enviroment entity
And it did not work out
I also tried using fog but it would affect interiors
I tried blue colored meshes but still, terrible outcome
So Im curious about your ideas if you willing to help me out
you should maybe ask fubarFX who made a map underwater also it is looking good
Or Egan, you know, since he actually made something based off of Rapture in TF2.you should maybe ask fubarFX who made a map underwater also it is looking good
you mean Columbia?Or Egan, you know, since he actually made something based off of Rapture in TF2.
i made a overlay for your map
Am not good at making overlays
you mean Columbia?
which is in the air, not underwater
Columbia: The city in the clouds
Rapture: The city underwater
Im making a map based of rapture
You can have different fog settings on your playable space vs. your 3D skybox. So if you make everything that's outside the windows (except the outsides of the map's own buildings) part of the 3D skybox, and set the fog to a bluish-green color with a close-ish fade distance, that should help sell the illusion.
There's also a texture called... effects/water_warp I think? That you can put immediately outside your windows which will give you the wibbly-wobbly effect. The drawback is that the distortion gets more intense the further away you are, and I have no idea why. It might just be a weird quirk of the refract shader.
You can have different fog settings on your playable space vs. your 3D skybox. So if you make everything that's outside the windows (except the outsides of the map's own buildings) part of the 3D skybox, and set the fog to a bluish-green color with a close-ish fade distance, that should help sell the illusion.
There's also a texture called... effects/water_warp I think? That you can put immediately outside your windows which will give you the wibbly-wobbly effect. The drawback is that the distortion gets more intense the further away you are, and I have no idea why. It might just be a weird quirk of the refract shader.
Thank you so much for helping! Im going to try these things out right now!