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and if you have some textures, feel free to send them :D |
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(can a mod just put this post after my previous) found some inspiration for sky box http://www.irtc.org/ftp/pub/stills/1...-31/plemv8.jpg |
Sheer means straight, vertical, and mostly smooth.
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The top of the cliffs are also flat. The face of them is nice and bumpy but looking along the top they are all:
------------------------------------- Flat. Add some more bumps, or some grass or a few dead trees to break up the lines. |
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does someone knows how to add the heat effect? if you have played hl1: source you will see this effect at the rocket engine that blast at the 3 arms of some giant alien plant. the level where you have to get the oxigen and fuel to work. and how does "%detailtype" work? can't get it working :( AND can someone explain this: (the colors that come trough the lighting?) oh yes, you can also see that i have experimented with bumb maps, bad result :( http://193.138.204.186/~sgware/mapin...usttxt0043.jpg am i wrong or aren't there any detpack spots in badlands? |
i think this map would look good with a sunsettish lighting. imo light rays coming through the canyons with a pink/reddish tint would really kick ass.
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i know that, i just imagined the map in that general hue and thought it'd look good :wink:
btw, what about these ropes the bridge is being hanged from ? i still want to be able to conc from there to the enemy base hassle free at any rate this port is shaping up nicely |
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Remember, make sure the walls aren't so flat!
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i'm trying to do that :D but i need the grass and heat effect if you don't know what i mean, try to play san andreas, if you walk in the desert you will see the effect, you can also try to look trough the air above a heat source, ex. a bbq but how do i get in-game? |
I know the effect was done in ravenholm with the gas for the fire machiney thing. Look into how to activate fire and such at www.snarkpit.net or some other tutorial place and you might find out how to make those heat waves.
good luck. |
can you tell me the mapname, i have a decompiler, so i can try to figure it out, (no, don't tell me to decompile the hl: source map, becouse i can't for some reason :s)
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Err... no, I don't remember the map name. It was the very entrance to ravenholm, though - same area where the corpse is being electrocuted on the fence, etc.
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i've got the grass working (half) it only appears at one of the alpha textures, not at the other one :(
ladder position changed http://193.138.204.186/~sgware/mapin...usttxt0044.jpg these colors are coused by the skybox. http://193.138.204.186/~sgware/mapin...usttxt0045.jpg and at least, the grass: http://193.138.204.186/~sgware/mapin...usttxt0046.jpg http://193.138.204.186/~sgware/mapin...usttxt0047.jpg oh, can someone make models from this rocks (for skybox use :D) http://www.irtc.org/ftp/pub/stills/1...-31/plemv8.jpg |
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Also, the ladder is still in the wrong spot. And don't forget the ledges above that place, where you can run around and ambush people from. |
looks much better now !
i'll try and see if i can whip up a canyonish skybox but i don't promise anything. i believe at any rate that there is a terrain generator specially made for hammer ? can't remember the name though :? as for the "rainbow" shadowing : did you mess with the map compile configs ? i'm pulling this out of my ass but maybe there is an unwanted or badly configured variable floating around. |
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pink lighting = place some env_cubemaps and buildcubemaps in game skybox = look on http://www.planethalflife.com/wadfather/ for some 512x512 env maps, prefix the name with sky_ and put this in the .txt when you run vtex Code:
"$skybox" 1 Code:
"UnlitGeneric" |
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