The Never to be Finished Map Pimpage Thread!

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Re: The Never to be Finished Map Pimpage Thread!

Postby Dman on Fri Nov 04, 2011 10:00 pm

I've quite a few maps that never really got anywhere but two stand out.

1 was a sort of standalone level that didn't get past the inital area

Image

Image

Image

two linked due to larger size

http://imageshack.us/photo/my-images/824/hammerimage2.png/

http://imageshack.us/photo/my-images/854/hammerimage.png/

whilst the other was a flatgrass sized gmod map designed for boats planes and ground vehicles. Got further, but due to sloppy work on the cliffs poor optimisation and too much dead space I decided to stop.

Image

Image

Image

as well as it having a ring of buttons that once started pressed each other indefinetly.

Image
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Re: The Never to be Finished Map Pimpage Thread!

Postby radu_iceman on Thu Dec 22, 2011 11:41 am

Image
Play hard, win easy!
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Re: The Never to be Finished Map Pimpage Thread!

Postby Zecrah on Thu Dec 22, 2011 3:01 pm

D: !
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Wtf.


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Re: The Never to be Finished Map Pimpage Thread!

Postby PhoeniX1992 on Thu Dec 22, 2011 3:30 pm

radu_iceman wrote:Image


How did you get those textures to cast those beautiful shadows? I can't get TextureShadows to work unless they're models or I copy the non-translucent parts with blocklight brushes...
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Re: The Never to be Finished Map Pimpage Thread!

Postby SotaPoika on Thu Dec 22, 2011 4:18 pm

PhoeniX1992 wrote:
radu_iceman wrote:Image


How did you get those textures to cast those beautiful shadows? I can't get TextureShadows to work unless they're models or I copy the non-translucent parts with blocklight brushes...


That's projected shadow, not lightmapped one. As you can see, there are accurate shadows on railings too, which are props (and everyone knows that the shadows VRAD produces on props/models are something not that nice).
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Re: The Never to be Finished Map Pimpage Thread!

Postby Gary on Thu Dec 22, 2011 8:01 pm

They are lightmapped. There is no fading and the shadow is not using the crappy filter that Source's shadow mapping uses.
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Re: The Never to be Finished Map Pimpage Thread!

Postby Armageddon on Thu Dec 22, 2011 8:24 pm

I'm guessing he's using blocklight to do it, I'd like to know how he got the lighting on the model, maybe it's just vertex lit.
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Re: The Never to be Finished Map Pimpage Thread!

Postby MrTwoVideoCards on Thu Dec 22, 2011 8:42 pm

Gary wrote:They are lightmapped. There is no fading and the shadow is not using the crappy filter that Source's shadow mapping uses.


New cascaded system we made, with the portal 2 filter.
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Re: The Never to be Finished Map Pimpage Thread!

Postby SotaPoika on Thu Dec 22, 2011 8:46 pm

Gary wrote:They are lightmapped. There is no fading and the shadow is not using the crappy filter that Source's shadow mapping uses.


Take a look at the top trim where shadow is cast a little. I saw there some of that shitty grainy-edge thing Source does with projected shadows, which is not happening when it's lightmapped. Really, it's obvious. If not, then it's broken lightmap shadows.. which I doubt.

Also, fading: http://steamcommunity.com/id/bluecheeta ... 793800710/?
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Re: The Never to be Finished Map Pimpage Thread!

Postby source-maps on Thu Dec 22, 2011 10:42 pm

Armageddon wrote:I'm guessing he's using blocklight to do it


this

is very unlikely
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Re: The Never to be Finished Map Pimpage Thread!

Postby Armageddon on Thu Dec 22, 2011 11:51 pm

Yeah, but it still looked like it was lightmapped, I wish I could get my hands on those cascaded shadows now. :)
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Re: The Never to be Finished Map Pimpage Thread!

Postby MrTwoVideoCards on Fri Dec 23, 2011 12:25 am

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Re: The Never to be Finished Map Pimpage Thread!

Postby joe_rogers_11155 on Fri Dec 23, 2011 1:00 am

MrTwoVideoCards wrote:https://developer.valvesoftware.com/wiki/SDK_Skeleton

Can you explain what this is in more detail, please?
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Re: The Never to be Finished Map Pimpage Thread!

Postby MrTwoVideoCards on Fri Dec 23, 2011 3:25 am

It says it all right there on the page!
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Re: The Never to be Finished Map Pimpage Thread!

Postby tripmind on Fri Dec 23, 2011 5:26 am

is it possible to filter damage based on the weapon used in half life 2?

i messed around with the filter_damage_type entity and it doesn't specify by weapon type, only damage type, and interestingly enough, neither the shotgun nor the crossbow outputs bullet damage.

https://developer.valvesoftware.com/wik ... amage_type
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