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View Poll Results: Rock textures?
nature/blendrockdirt007d (old screens) 54 38.03%
de_dust/rockwall01 (new screens) 48 33.80%
nature/rockwall009b (see hammer) 16 11.27%
halflife/-*out_rk* (hl: source & hl1) 14 9.86%
other (please specify in a post) 10 7.04%
Voters: 142. You may not vote on this poll

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Old 07-17-2005, 09:17 AM   #101
o_stino
 
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Quote:
Originally Posted by Etzell
These textures suit the map just fine.

Also, I'd like to see rock walls that aren't 100% sheer. They look outdated and out of place.
there we go again, what is sheer?

and if you have some textures, feel free to send them
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Old 07-17-2005, 09:19 AM   #102
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Quote:
Originally Posted by Leetard
Agree with Etz, definately could use a bit more of a 'rocky' look. Play with displacement.


As for the rest its looking good and true, this is one of my fav maps. Once you add some details/statics on the outside I think itll give it a great new 'source' feel. Of course you have more textures to play with. Take your time, seeing you have plenty of it. We support ya.

Workin on any 3d skyboxes? They are absolutely awesome, a definate must for a map in source. Hows it run?
i agree, skybox are awesome, but where do i have to put them? there is not much sky that is visible. skybox objects will be invisible, only if i put it above the map, but what can i put there, some planes flying by, ...

(can a mod just put this post after my previous)


found some inspiration for sky box
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Old 07-17-2005, 11:23 AM   #103
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Sheer means straight, vertical, and mostly smooth.
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Old 07-17-2005, 11:24 AM   #104
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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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Old 07-17-2005, 12:24 PM   #105
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Quote:
Originally Posted by Ginger Lord
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.
grass is coming with detail props, now i'm working at the large foliage and skybox, and some preformance fixes

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



am i wrong or aren't there any detpack spots in badlands?
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Old 07-17-2005, 03:37 PM   #106
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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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Old 07-17-2005, 03:44 PM   #107
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Quote:
Originally Posted by nagual678
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.
lol, the pink/reddish tint is not created on purpose, it's a bug, and i don't know how to fix it
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Old 07-17-2005, 03:57 PM   #108
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i know that, i just imagined the map in that general hue and thought it'd look good
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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Old 07-17-2005, 04:28 PM   #109
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Quote:
Originally Posted by nagual678
i know that, i just imagined the map in that general hue and thought it'd look good
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
like i said, those ropes are NOT collinding with the player
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Old 07-17-2005, 04:38 PM   #110
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Quote:
Originally Posted by stino
Quote:
Originally Posted by nagual678
i know that, i just imagined the map in that general hue and thought it'd look good
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
like i said, those ropes are NOT collinding with the player
Then why are those ropes there in the first place? I know they might add a little realism to the bridge, but then again, this is FF we're talking about, not CS.
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Old 07-17-2005, 05:13 PM   #111
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Quote:
Originally Posted by Travis Dane
Quote:
Originally Posted by stino
Quote:
Originally Posted by nagual678
i know that, i just imagined the map in that general hue and thought it'd look good
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
like i said, those ropes are NOT collinding with the player
Then why are those ropes there in the first place? I know they might add a little realism to the bridge, but then again, this is FF we're talking about, not CS.
ok, fine, i will remove them, i thought it would add some detail to the bridge, but ok, i'll remove them!
(no, i'm not mad )

Quote:
Add some more bumps, or some grass or a few dead trees to break up the lines.
the trees are there, but the grass, can't gat the detail props on the texture :s
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Old 07-17-2005, 05:18 PM   #112
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Remember, make sure the walls aren't so flat!
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Old 07-17-2005, 05:28 PM   #113
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Quote:
Originally Posted by Etzell
Remember, make sure the walls aren't so flat!
walls? do you mean indoor?
i'm trying to do that

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?
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Old 07-17-2005, 05:29 PM   #114
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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.
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Old 07-17-2005, 05:31 PM   #115
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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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Old 07-17-2005, 06:13 PM   #116
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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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Old 07-17-2005, 06:58 PM   #117
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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


these colors are coused by the skybox.


and at least, the grass:




oh, can someone make models from this rocks (for skybox use )
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Old 07-17-2005, 07:11 PM   #118
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Quote:
Originally Posted by stino
Quote:
Originally Posted by Etzell
Remember, make sure the walls aren't so flat!
walls? do you mean indoor?
i'm trying to do that

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?
Sorry, my bad, I meant the cliff walls.
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.
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Old 07-17-2005, 07:29 PM   #119
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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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Old 07-17-2005, 09:00 PM   #120
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Quote:
does someone knows how to add the heat effect?
env_steam set to heat haze, they eat fps though and wont show in dx7 afaik

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:
"$skybox" 1
"$nocompress" 1
vmt looks something like this:
Code:
"UnlitGeneric"
{
	"$baseTexture" "skybox/sky_blahblah_ft"
	"$nofog" 1
	"$ignorez" 1
	"$skybox" 1
}
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