WiP in WiP, post your screenshots!

Another Bad Pun

In the shadows, he saw four eyes lit by fire
aa
Jan 15, 2011
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What if I told you that you can have multiple light_env in one map?
kyJ1f4m.jpg

(actually 100% legit, no funny business)
but how??
 
Mar 23, 2013
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then mashing the 4 bsps together.

...this is possible? o.ô Is there a programm that can do this or do you have to put certain files from the BSP together with GCFScape??

About the different skyboxes, you could try making giant reflective boxes around each area (in the 3d skxbox) and assign different cubemaps to their faces. Though it probably will look kinda wonkey then.
 

suber36g

L3: Member
Jan 20, 2017
134
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Can't we just modify Source hammer itself? we been changing bits here and there, but why not the whole thing?
 

Freyja

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Jul 31, 2009
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I can't imagine editing VRAD would be very easy, not without the source code. I'm not familiar with the BSP format but I guess you could theoretically write your own compile tools but why would you? That's a lot of complicated math.

Likewise with hammer. Far easier to write your own. Which has been attempted, there are a few projects out there like the Crowbar editor and Sledge that are promising but have fallen to lack of development. Turns out writing an entire level editor is hard! who knew!
 

Twist.vmf

L420: High Member
Jul 29, 2016
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started out with CTF/medieval in mined, i wonder if i should keep going.
Screenshot (104).png
 

Crowbar

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Dec 19, 2015
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If you wonder if you should keep it going right now, and you like doing it - yes! there might be times that you wish you were in the mood and motivated to just open hammer again and make yourself do something. Map if you feel like mapping!
 
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RavenStryker

Former Alias: †Blade†/Xi.Cynx
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Nov 25, 2008
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Little note Erik,
Now someone can correct me if I'm wrong since it has been a couple years since I've made a map. But if you increase the texture scale from .25 to 1 it will help spread the waves out making the water a bit more smooth and less repetitive. Just thought you should know! :)
 

Yabayabayaba

L5: Dapper Member
Jun 2, 2016
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Erk your map shows good potential, it looks quite nice without being over detailed, what game mode is it?

Nitewalker, that payload map looks quite good, but the pit in the second photo looks quite annoying to get out of, perhaps add another ramp on the right side? Also the last pic has a big choke point on it, now this is not necessarily bad! Especially because I see a good side route, but consider adding another to the left side of the choke (forgive me if i can't see it). Also keep in mind the payload will take up a considerable portion of that choke, but this can be used as a game play factor if you balance it with good side routes and health kits.
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
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To go along with Yabayabayaba (jesus what a name to type), I agree with the pit in the second screenshot. I also implemented a possible idea or two to assist with getting out of the put in you fall into it. Overall, looking pretty good!. Might need to make that tunnel a smidge larger though. Seems pretty cramped. Could just be a matter of perspective though.

1.png
 
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nitewalker

L2: Junior Member
Aug 5, 2014
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the tunnel in those screenshots is short, only about 2 payload carts in length, so i'm not too concerned about it being cramped. also, to climb out of the pit in the second screenshot, there is actually a ramp directly below where the screenshot cuts off, but i'm considering adding a third way out anyway. I've got a pretty absurd amount of height variation on the map, and I'm finding it difficult to connect the layers in a fair amount of ways without having millions of staircases sticking off of buildings everywhere.
 

Jusa

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May 28, 2013
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20170323154059_1.jpg


Do the tesla coil parts look enough like metal? I'm having a hard time deciding on which $phong and $envmap values to use.
 

MaccyF

Notoriously Unreliable
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Mar 27, 2015
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20170323154059_1.jpg


Do the tesla coil parts look enough like metal? I'm having a hard time deciding on which $phong and $envmap values to use.

Metal material definition in TF2 is all about the specular map, with fairly dark large spaces and extremely bright, sharp edge highlights and wear.

this is the syringe gun's diffuse and specular textures for reference, notice how the majority of variation on the material comes from varied response to light on the specular map.

9QQI3.jpg