WiP in WiP, post your screenshots!

asylum

L4: Comfortable Member
Mar 3, 2024
159
24
getting as much done while i can

pbqhmrscr0001.png
 

asylum

L4: Comfortable Member
Mar 3, 2024
159
24
sbqhmrscr_0001.pngsbqhmrscr_0002.png

You thought I'd just stop at making 4 Team Pipeball Classic? Oh, honey. The Asylum disease does nothing but spread.
 

ProfHappycat

Server Staff
Aug 2, 2015
153
356
here's how i spent my day off from work:

20240506213350_1.jpg20240506213430_1.jpg20240506213629_1.jpg20240506213711_1.jpg


these are all brushes (func_detail'd of course)
made a zoo to show off the components of this

1715057680658.png

im insanely proud of this. like this is genuinely some of the finest brushwork ive ever done
 

YOYOYO

50 crashes and counting!
aa
Jul 10, 2017
622
556
This is genuinely bonkers, we'd better see those brushes go into something!
 

ProfHappycat

Server Staff
Aug 2, 2015
153
356
here's how i spent my day off from work:

20240506213350_1.jpg20240506213430_1.jpg20240506213629_1.jpg20240506213711_1.jpg


these are all brushes (func_detail'd of course)
made a zoo to show off the components of this

1715057680658.png

im insanely proud of this. like this is genuinely some of the finest brushwork ive ever done
here's the compile stats for that map btw don't look at waterindices

image.png


it was inevitable so i spent my day today learning propper and making exactly 1 (one) prop !

20240507202809_1.jpg

about half of that time was getting propper to function and then dealing with $color issues
(the green ibeams are not custom textures, they're just custom VMTs with $color. models apparently both use $color2 and also automatically gamma correct or something because the texture ended up way more saturated than i needed and i had to manually take each value in $color and take it to the 2.2-th root, im probably doing something wrong but This Works, For Now.)
 

Tiftid

the Embodiment of Scarlet Devil
aa
Sep 10, 2016
602
466
You can free yourself from the waterindices shackles by compiling with -notjunc in VBSP.
This is held to create gaps/seams in your map geometry, but in two full years of using it I have had it give me exactly one seam, ever.

Of course, there are still limits even past that, but whatever can stay as brushes should, since it'll have better lighting.
 

ProfHappycat

Server Staff
Aug 2, 2015
153
356
You can free yourself from the waterindices shackles by compiling with -notjunc in VBSP.
This is held to create gaps/seams in your map geometry, but in two full years of using it I have had it give me exactly one seam, ever.

Of course, there are still limits even past that, but whatever can stay as brushes should, since it'll have better lighting.
oh yea ik props have worse lighting, but considering the other limits im hitting in this compile (brushsides and planes at 44/48%) in a map that is just the track pieces, ill have to propper them regardless lol
would like to maybe bake some shadows onto them or something, make them look that little bit nicer
 

Tiftid

the Embodiment of Scarlet Devil
aa
Sep 10, 2016
602
466
I should have mentioned that you also have a lot of options to make Propper props have better lighting.
Firstly, you can give them a custom UV and enable lightmapping, but that's a lot of work.

Second, you can cut them up a bunch so they have more vertices (and therefore prettier vertex lighting).
With your prop in particular, I'd bet that if you make 4-8 horizontal cuts spaced by 2 units each just below the railbridge part (where shadows are most commonly being cast), and 2-4 vertical cuts next to each beam, you'd get much better lighting without actually increasing the polycount much at all.

You can also cut up the beams more, since right now these parts on the inside are receiving light bleed through the wall:
1715224726858.png

This is presumably because the inside faces of the side of the beam are all one face, so the vertex lighting is creating a gradient from one side, where there is light, to the other side, giving the illusion of light where there is none.
Hopefully that makes any sense, I feel that I've explained it poorly.
 

ProfHappycat

Server Staff
Aug 2, 2015
153
356

Erk

erk
aa
Aug 6, 2016
443
1,106
Not TF2 but I'd figure I'd show off some stuff im doing with the Fallout 4 modding kit. I've been working with a team recreating the Pitt DLC for Fallout 3 and making my own original stuff as an extra.

I hope I can live to see this thread reach 1000 pages.

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asylum

L4: Comfortable Member
Mar 3, 2024
159
24
melee 4rt_0001.png

.... so it might be closer to being a reality than it was yesterday. dont know for sure yet if ill actually do it
 

iLoveMvM

L1: Registered
Aug 19, 2024
8
0
i am making a map too (starting phase) i am making it for the scream fortress event next year but i can not find a good name and layout it is PL
i am making this funny thing in this map that you have to navigate through rooms to get to the bomb and when you cap a point the cart goes through a tunnel that can not be entered by players but it fill roll forward untill the end of the tunnel