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Old 06-10-2007, 05:37 PM   #81
Donny
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Quote:
Originally Posted by Beetle
oops, better read more then.

found this. i think it explains it well.
http://www.chatbear.com/board.plm?a=...4989&v=flatold
Nice! I'll look on it when Im mapping again.
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Old 06-11-2007, 10:38 AM   #82
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Quote:
Originally Posted by Circuitous
Well, they're nice, except you put them on the outside instead of using them to break out the big-ass emptiness directly in front of the camera here, which is what I was referring to.

func_detail !!

no really, just at a %detailtype "..." to your vmt file

and use a default one, editing the detail.vbsp is really a bad idea, you are a community mapper, not a member of the dev team so, you shouldn't edit anything mod related. Or you will be the only one that can see them

Quote:
Originally Posted by Circuitous
Right. FILL THE OPEN AREA. Brushes don't grow in the shade. Probably.
not if it's to hot in the sun

Last edited by stino; 06-11-2007 at 10:49 AM.
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Old 06-12-2007, 07:29 PM   #83
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Currently stino is looking at me vmf and ripping his hair off for fixing all the errors I've made He tries to make the grass work, because I dont get it to show up.

Later without posting:
Seems like I cant do this the way I want to. The grass texture only works when I use the sand texture only and paint alpha on where I want it to be used. It doesnt work with the blend (because I cant paint alpha on just the sand?)
This is weard shit. We're both bald now.
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Old 06-12-2007, 07:49 PM   #84
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um...what?

what exactly is it doing/not doing?

did you modify any vmt's?
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Old 06-12-2007, 07:54 PM   #85
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you sure there isnt a sand to grass blend rather than a grass to sand or rock to sand?
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Old 06-12-2007, 10:08 PM   #86
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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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Old 06-12-2007, 10:23 PM   #87
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heres the vmt from one of my blend textures:


Quote:
"WorldVertexTransition"
{
"$basetexture" "X_ground/X_ground_grass_5"
"$basetexture2" "X_ground/X_ground_mud_1"
"%tooltexture" "X_blend/X_blend_grass5_mud1"
"$basetexturetransform" "center .5 .5 scale 1 1 rotate 0 translate 0 0"
"$basetexturetransform2" "center .5 .5 scale 4 4 rotate 0 translate 0 0"
"$surfaceprop" "grass"
"$surfaceprop2" "mud"
"%keywords" "X"
}
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Old 06-12-2007, 10:32 PM   #88
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Send a message via AIM to squeek.
and for normal maps it's "$bumpmap" and "$bumpmap2"
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Old 06-12-2007, 11:49 PM   #89
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Quote:
Originally Posted by Beetle
you sure there isnt a sand to grass blend rather than a grass to sand or rock to sand?
Yep, I thought that could be the reason. It's rock to sand.
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.)

Last edited by Donny; 06-12-2007 at 11:57 PM.
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Old 06-13-2007, 12:34 AM   #90
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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"
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Old 06-13-2007, 12:45 AM   #91
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are instead of painting alpha invert it?
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Old 06-13-2007, 02:46 AM   #92
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Old 06-13-2007, 03:01 AM   #93
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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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Old 06-13-2007, 03:05 AM   #94
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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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Old 09-16-2007, 07:06 PM   #95
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Barren has been fortressforeverized!


Red spawn


Re-texturing in progress.


Even the spawn turret works, if some silly solly decides to come spawn rape.


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.
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Old 09-19-2007, 07:07 PM   #96
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Nothing big, just showing off my 1337 modelling sk1llz!!!!!11oneone


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
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Old 09-19-2007, 07:49 PM   #97
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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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Old 09-19-2007, 08:23 PM   #98
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Quote:
Originally Posted by stino
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!
Nuh, not many polygons, the smooth groups just make it look like it would have lot of polygons.

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!

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. We both know how hard it is to UWV map.

EDIT:
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.

Last edited by Donny; 09-19-2007 at 08:42 PM.
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Old 09-21-2007, 09:38 AM   #99
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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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Old 09-22-2007, 09:49 PM   #100
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I just need to figure out how to put them into my map
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