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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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07-17-2005, 09:17 AM | #101 | |
Join Date: Feb 2005
Location: Belgium
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Quote:
and if you have some textures, feel free to send them |
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07-17-2005, 09:19 AM | #102 | |
Join Date: Feb 2005
Location: Belgium
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Quote:
(can a mod just put this post after my previous) found some inspiration for sky box |
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07-17-2005, 11:23 AM | #103 |
Useless
Retired FF Staff
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Sheer means straight, vertical, and mostly smooth.
__________________
Look at all those dead links. |
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07-17-2005, 11:24 AM | #104 |
Join Date: Jun 2005
Location: Carlisle, UK
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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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07-17-2005, 12:24 PM | #105 | |
Join Date: Feb 2005
Location: Belgium
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Quote:
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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07-17-2005, 03:37 PM | #106 |
Join Date: Feb 2005
Location: Europe, Front Yard
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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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07-17-2005, 03:44 PM | #107 | |
Join Date: Feb 2005
Location: Belgium
Posts Rated Helpful 0 Times
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Quote:
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07-17-2005, 03:57 PM | #108 |
Join Date: Feb 2005
Location: Europe, Front Yard
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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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07-17-2005, 04:28 PM | #109 | |
Join Date: Feb 2005
Location: Belgium
Posts Rated Helpful 0 Times
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07-17-2005, 04:38 PM | #110 | ||
Join Date: Mar 2005
Location: Down here
Posts Rated Helpful 0 Times
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07-17-2005, 05:13 PM | #111 | ||||
Join Date: Feb 2005
Location: Belgium
Posts Rated Helpful 0 Times
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Quote:
(no, i'm not mad ) Quote:
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07-17-2005, 05:18 PM | #112 |
Join Date: Feb 2005
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Remember, make sure the walls aren't so flat!
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07-17-2005, 05:28 PM | #113 | |
Join Date: Feb 2005
Location: Belgium
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Quote:
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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07-17-2005, 05:29 PM | #114 |
Join Date: May 2005
Location: Changes every few months
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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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07-17-2005, 05:31 PM | #115 |
Join Date: Feb 2005
Location: Belgium
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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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07-17-2005, 06:13 PM | #116 |
Join Date: May 2005
Location: Changes every few months
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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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07-17-2005, 06:58 PM | #117 |
Join Date: Feb 2005
Location: Belgium
Posts Rated Helpful 0 Times
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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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07-17-2005, 07:11 PM | #118 | ||
Join Date: Feb 2005
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Quote:
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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07-17-2005, 07:29 PM | #119 |
Join Date: Feb 2005
Location: Europe, Front Yard
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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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07-17-2005, 09:00 PM | #120 | |
Join Date: Dec 2004
Location: Melbourne
Posts Rated Helpful 0 Times
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Quote:
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 Code:
"UnlitGeneric" { "$baseTexture" "skybox/sky_blahblah_ft" "$nofog" 1 "$ignorez" 1 "$skybox" 1 } |
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