ive done a grass to mountain rock for the empires mod on my map ill try to remember to post the vmt when i get home..
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heres the vmt from one of my blend textures:
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and for normal maps it's "$bumpmap" and "$bumpmap2"
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But even I try it without the textures, it doesnt work like it should. Even my grass textures are fucked. Edit: VMT's are exactly like they should (well not perhaps the rockwall blend, I can easily fix that) Grass doesnt show up. Atleast like it should. I can only see grass if I use the sand texture and paint alpha on it (even it doesnt have blend) and then it shows the grass. But like in all of HL2DM maps on my computer the grass textures are fucked up. (I belive this has something to do with me adding all CS: Source materials to the HL2: DM material folder.) |
ohhh i see what your saying, just swicht the basetextures
ie: "$basetexture" "X_ground/X_ground_grass_5" "$basetexture2" "X_ground/X_ground_mud_1" change it to "$basetexture" "X_ground/X_ground_grass_1" "$basetexture2" "X_ground/X_ground_mud_5" |
are instead of painting alpha invert it?
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you can't do that unless its a displacement. if he puts it on a world brush you dont have that option.
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erm 2 texture blend only works on displacements...afaik ... and the reason i said do it in the vmf is because i thought he was tring to match up another blend,,, say dirt/grass rock/grass i thought he was tring to.. ahh nm
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Barren has been fortressforeverized!
http://usera.imagecave.com/DonnyMaan...en0003.jpg.jpg Red spawn http://usera.imagecave.com/DonnyMaan...en0004.jpg.jpg Re-texturing in progress. http://usera.imagecave.com/DonnyMaan...en0005.jpg.jpg Even the spawn turret works, if some silly solly decides to come spawn rape. http://usera.imagecave.com/DonnyMaan...en0008.jpg.jpg Arrows show which way you should be going. (In spawn there's arrows in because there will be ammobags for snipers who want to camp on the walley ledge thingy) So right now, barren is going towards darker time. I havent completely waisted these 3 months. I have been brainstorming the 2nd cap and decided to go for silo type cap point to make this map somewhat diffrent from warpath. So the CP fights will happen in CQC - the idea people liked about the middle cap. I'll keep on fixing the textures. After that, I have to do some optimizing before I can continue. Vis was being a bitch compiling this one, hammer crashed 3 times, I had to boot once and the computer crashed once while compiling vis. |
Nothing big, just showing off my 1337 modelling sk1llz!!!!!11oneone
http://img215.imageshack.us/img215/9...tailfb5.th.jpg The bursh made thingy in front of the red spawn isnt quite like I wanted it to be when I made it. (The ones with the pipes sticking out yes.) Also the roof is clitching (hard to see ingame tho.) because of hammers 1337 fuck up your brushes function, so there is no other way than make model of it. I may modelize other parts that hammer fucks up later. Right now Im most concerned about texturing this bad boy so that it looks like it's made of brushes, like FF's models that look like brushes. I know your secrets you dirtbags ;) |
woehaa, lot of polygons!
hammer doesn't fuck up triangles, it only fucks up non planar quads, so slice your brush into triangles and you'll be able to make any shape you want! |
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I tried to slice them earlier but that didnt work too good for me. (Heard it from Defrag year or more ago) I guess I was doing it RONG! :lol: Well, also turning the block thingy into model ables me to make it look better. I've finished the model now. I'll port it to HL2 this weekend to see if it really fits there. It should, but I might've fucked some caculations up. (Yes I made 3D Studio Max to have same grid as Hammer) Im more worried about texturing it. :oops: We both know how hard it is to UWV map. :confused: EDIT: http://img215.imageshack.us/img215/8...ail0cf3.th.jpg 425 Polygons isnt much Stino ;) In the image finished model smooth grouped vs non smoothed for you to see from what it has been made of. |
what you had before you added the pipes is quite easy to unwrap, but curved pipes can be hard, lot of vertex manipulation on the unwrapper required.
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I just need to figure out how to put them into my map :confused:
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Made some progress. I noticed that the CP's arent that far away so I need to tune my original design. So where CP2 is now, there will be respawn for Which they'll use when they get CP2.
Here's some candy. http://usera.imagecave.com/DonnyMaan...en0009.jpg.jpg Looking towards the road that takes you to CP2 http://usera.imagecave.com/DonnyMaan...en0010.jpg.jpg Looking back to CP1 http://usera.imagecave.com/DonnyMaan...en0011.jpg.jpg Ugly ass building. |
Any Update on this?
Would be great if it was added to the Community Pack 2 http://www.fortress-forever.com/foru...ad.php?t=14306 |
this map would be awsome for the jeeps, b/c from what i see here its huge outside area. :D
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Any update(s) on this?
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donny seems to be dead?
he doesnt respond on msn :( |
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