WiP in WiP, post your screenshots!

asylum

L2: Junior Member
Mar 3, 2024
59
15
getting as much done while i can

pbqhmrscr0001.png
 

asylum

L2: Junior Member
Mar 3, 2024
59
15
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.
 
Aug 2, 2015
153
349
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

41 crashes and counting
aa
Jul 10, 2017
599
515
This is genuinely bonkers, we'd better see those brushes go into something!
 
Aug 2, 2015
153
349
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
542
415
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.
 
Aug 2, 2015
153
349
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
542
415
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.
 
Aug 2, 2015
153
349