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

  1. AsG_Alligator

    aa AsG_Alligator [distant sounds of rage]

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    You can export the map as dmx, obj or fbx model.

    You can also import Source 1 VMF files.

    The best thing tho:
    [​IMG]
    REAL FUCKING TIME LIGHTING!!!!1
     
    • Like Like x 7
  2. Vel0city

    aa Vel0city ****leaked****

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    That's Source 2's Hammer.
     
  3. Asd417

    Asd417 L6: Sharp Member

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    OMFG THAT'S WHAT WE REALLY NEED
     
  4. Crowbar

    aa Crowbar perfektoberfest

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    Source2's mesh based, like any today's half decent engine. Also, hammer did have a lighting preview for some while, but since it was in Hammer, it inherited the bugginess and didn't work as intended and got removed.
     
    • Agree Agree x 1
  5. MaccyF

    aa MaccyF L0: Disappointing Member

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    It was also really really shit
     
    • Agree Agree x 2
  6. Benoist3012

    Benoist3012 L2: Junior Member

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    All the features, of Hammer on Source 2 are stated on reddit:
     
    • Like Like x 2
  7. Dissonant Harmony

    Dissonant Harmony L2: Junior Member

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    Is it possible to mod Hammer 2 so it works better for TF2? 'Cause honestly it looks so much better than the current Hammer.
     
  8. Crowbar

    aa Crowbar perfektoberfest

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    It can convert VMFs to its format, but not back.
     
    • Agree Agree x 1
  9. The_Evil_Pickle

    The_Evil_Pickle L1: Registered

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    Yup! It's always built so that any open area of the map is connected to every other open area.
     
    • Thanks Thanks x 1
  10. KubeKing

    aa KubeKing Daniel's Same Base

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    Not sure if much will come of this, since I won't have too much time to map in the next few weeks, but here's a little something I whipped up today:

    [​IMG]
    [​IMG]
    [​IMG]
     
    • Like Like x 10
  11. Invalid nick

    Invalid nick L2: Junior Member

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    polys are usually not the issue, eeerm....meaning that good ol source usually plays pretty good on decent mid-range computers now days, but overall less fancy stuff where combat happens and more fancy stuff where combat does not happen, ..., those beams are 500 polys per piece, currently the spawn has less than 10k polys...which is close to nothing, as long you are only seeing a few rooms I'd say 30-40k static polys are within range, but you always have to leave some room for hats etc, especially if you are doing it with 12ppl on each side - all with fancy hats, thats 15-25k polys right duuure...meaning you have 10-20k polys to play with, (take these numbers with a grain of salt,)

    wasn't going to release it, but if the stuff turns out decent I see no reason not too - only issue is if you are releasing stuff for others to use you need to have a decent - or at minimum, a understandable naming conventions, lods etc...the props are very situational and other users might expect more things to fulfill their vision, its also a theme you cant mix with any of the other stuff you find in tf2 so you would be very limited with the ~80 or so props provided here, which might not be enough to cover your needs

    will make a decent tutorial after the Holiday madness! promis!!!!
     
    • Like Like x 1
  12. Moonrat

    aa Moonrat The end of an era

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    [​IMG]

    Getting back into the swing of things, forgot to turn off shadowing on some of these things. but whatever
     
    • Like Like x 3
  13. TwistMapper.exe

    TwistMapper.exe L4: Comfortable Member

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    i live 3 miles from a farm that has the exact same looking building
     
  14. TwistMapper.exe

    TwistMapper.exe L4: Comfortable Member

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    2016-12-16-00-00-51.jpg
    find it, get out.
     
    • Like Like x 1
  15. Ynders

    aa Ynders

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    some hammer screens of a very old wip payload map that never really came to anything:
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    worth making & testing an a1? let me know
     
    • Like Like x 5
    • Agree Agree x 2
  16. TwistMapper.exe

    TwistMapper.exe L4: Comfortable Member

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    looks promising, i would love to test it.
     
    • Agree Agree x 2
  17. Asd417

    Asd417 L6: Sharp Member

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    The geometry looks uncommon. It will be interesting to see how it goes.
     
  18. Crowbar

    aa Crowbar perfektoberfest

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    I mean yeah we sure left 1.6 mapping methods in the past but look I found a way to deal with the long fluorescent lights. I mean it's pretty obvious but look how cool it is.
    upload_2016-12-17_16-19-51.png
    Under the lamp, we have a brush with light emitting texture at the bottom:
    upload_2016-12-17_16-22-29.png
    It can be set to func_brush and killed on map launch to show the lamp bottom which is prettier - it affects lightmaps that will already be baked. Could set render mode to Dont Render but that will still grab the edict.
    Under that, we got a brush with a white-to black gradient texture, set to be a func_brush with Additive rendering mode (so black fade will be transparent) and about 1/3 opacity:
    upload_2016-12-17_16-27-46.png
    Now disable any shadowing on it and the collisions as well. That's the highlight. After that, we can make there and tweak a func_dustmotes for nice dust there.
    Boom! a long lamp without ugly series of point light entites, that works! remember to cut down edits taken by highlights by joining several all-seen-at-once highlight func_brushes into one.
     
    • Like Like x 11
    • Thanks Thanks x 10
    Last edited: Dec 17, 2016
  19. TwistMapper.exe

    TwistMapper.exe L4: Comfortable Member

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    FINALLY! i hate having to avoid using those lights!
     
    • Agree Agree x 1
  20. Crash

    aa Crash func_nerd

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    You should give this it's own post where it won't be buried among WIP posts.
     
    • Agree Agree x 10