WiP in WiP, post your screenshots!

Jul 5, 2016
503
296
20171030005842_1.jpg

Managed to match Kalinka last interiors precisely to the 3D sky.
Really ties the whole thing together once you match the skybox to the world geometry.

Heres the skybox seam:
20171030005906_1.jpg 20171030005918_1.jpg
Do you know the correct way to align the skybox, or are you just guessing?
 

Another Bad Pun

In the shadows, he saw four eyes lit by fire
aa
Jan 15, 2011
806
1,850
Do you know the correct way to align the skybox, or are you just guessing?
If you create your 3D skybox geometry at a regular scale first along with the rest of your map, put the sky_camera at the map's origin, select the camera along with the geometry, and then shrink it by 1/16, everything should align with the playable map.

(Unless you're just asking Jusa if they know how to align a 3D skybox, which... they just demonstrated that they can so I'm not sure why you'd ask.)
 
P

Prosciutto

sULy5Y8.jpg


i need to stop making dev textured building and stuff around it pretty and actually work on the payload track. oh well i like this area around B point. i took inspiration from buildings on pl_cashworks
 
Nov 2, 2010
356
1,050
@Kobolite
That crane on the left looks really odd. You wouldn't normally just put a hook in a box and yank it up.

93316c922a.png


What you can do is use move_ropes to make hoists like this. Looks a bit more normal.
 

Simulacron

L-3: Simulated Member
aa
Feb 17, 2016
313
326
It's also unclear why a hook is needed at this part of the building, because there is no area to acually store the stuff once it got pulled up by the crane. At the moment it's just hanging around up there and it would be way more convenient to store it on the ground. Same goes for the hook at the tall building
 
S

saph

I guess I'm working on Conduit again. Just have a couple sightlines to sort out, lighting, logic, OOB, and a few other things to handle and I'll have a release. It's been few months of work with tons of scorched earth, but I'm liking it now. Might be a couple more days.
(That wood is going to be changed to glass. There's are a couple of doors to add as well.)
063gt9Q.jpg

ItGD4EM.jpg

4CGviob.jpg

Huge thanks to @KubeKing for that last bit of motivation I needed as well as an old VMF! (See his old work here.)
 
P

Prosciutto

MdWsdAE.jpg


this is B point from another angle. i added the rain particles. also replaced the cliff area to some buildings on the left. the map now is set in an mining facility in the mountains while there is an storm going on.
 
S

saph

Cleaning up a ton of things on Conduit. The yard lost a lot of the extra space, the dumb shutter has been rerouted into a jog, and the side hall has been widened and has a side way to contest it.
(Yes, you can see that glass, it's just the sky that makes it harder to see.)
14rc8Ju.jpg

yhzoPtM.jpg
 
Jul 22, 2016
34
428
Been working on war paints again during sleepless nights, here's one I based off of Asteroid that I think is ready to go up on the Workshop tomorrow!

EwB0wSg.png

sszG2FM.png


I think my favorite to come out of all of these though, is the fish. He's a robot boy now.
IxaOw2u.jpg
 

Jusa

aa
May 28, 2013
380
620
Made a little record player to play Kazotsky Kick song in Kalinka.
Warped record animation turned out pretty nice.

turntable.gif


Now to UVW Unrwrap, texture and hopefully get it working in Source.
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
I am working on a version of gorge that I want to see done. So I am doing it.

gorge_event.PNG gorge_event_2.PNG gorge_event_3.PNG gorge_event_4.PNG
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
what kinda version. on the screenshots i cant see any difference
Okay,

First Area:
Opened up the roofs
Added a fences and stars to the left
Added a ramp to get to the roof
Added no builds to the cargo and on top of the shack roof

Second Area:
Opened up more roofs and added a new exit
Added some fences

Third Area:
Added New room to the top

Last Area:
Added new exit at the bottom by the control point
Blocked up the small room to the left
Blocked up the major sniper sight line
 

Hyperion

L16: Grid Member
aa
Jun 8, 2015
840
659
Okay,

First Area:
Opened up the roofs
Added a fences and stars to the left
Added a ramp to get to the roof
Added no builds to the cargo and on top of the shack roof

Second Area:
Opened up more roofs and added a new exit
Added some fences

Third Area:
Added New room to the top

Last Area:
Added new exit at the bottom by the control point
Blocked up the small room to the left
Blocked up the major sniper sight line
Looks kinda like Gorge_event without the theme
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
Looks kinda like Gorge_event without the theme
The only thing that is the same between this map and gorge event is the top roof being open in front of the point. Everything else is different.
 
P

Prosciutto

n4hZf1c.jpg


so the map looks very different now. it now is going to be an swamp themed map just because there arent many of them. the map now also has the name: pl_swampnight. the name might change. there probably isn't going to be rain anymore since i wanted to use the starry sky skybox for it that came with the swamp pack