WiP in WiP, post your screenshots!

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

  1. Vel0city

    aa Vel0city func_fish_pool

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

    aa Asd417 L1: Registered

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    OMFG THAT'S WHAT WE REALLY NEED
     
  3. 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.
     
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  4. MaccyF

    aa MaccyF Notoriously Unreliable

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    It was also really really shit
     
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  5. Benoist3012

    Benoist3012 L3: Member

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    All the features, of Hammer on Source 2 are stated on reddit:
     
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  6. Polymathic Polyphony

    Polymathic Polyphony L3: 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.
     
  7. Crowbar

    aa Crowbar perfektoberfest

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    It can convert VMFs to its format, but not back.
     
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  8. The_Evil_Pickle

    The_Evil_Pickle L2: Junior Member

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    Yup! It's always built so that any open area of the map is connected to every other open area.
     
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  9. 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]
     
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  10. Invalid nick

    aa Invalid nick

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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!!!!
     
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  11. 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
     
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  12. Twist.vmf

    Twist.vmf L6: Sharp Member

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    i live 3 miles from a farm that has the exact same looking building
     
  13. Twist.vmf

    Twist.vmf L6: Sharp Member

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    2016-12-16-00-00-51.jpg
    find it, get out.
     
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  14. Ynders

    aa Ynders absolutely gormful

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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
     
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  15. Twist.vmf

    Twist.vmf L6: Sharp Member

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    looks promising, i would love to test it.
     
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  16. Asd417

    aa Asd417 L1: Registered

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    The geometry looks uncommon. It will be interesting to see how it goes.
     
  17. 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.
     
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    Last edited: Dec 17, 2016
  18. Twist.vmf

    Twist.vmf L6: Sharp Member

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    FINALLY! i hate having to avoid using those lights!
     
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  19. 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.
     
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  20. Crowbar

    aa Crowbar perfektoberfest

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    I've got it in my signature, but yeah, I'll write a properly done guide a bit later.