The Official Interlopers "Map Pimpage Thread"

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Re: The Official Interlopers "Map Pimpage Thread"

Postby Saxon on Tue May 08, 2012 8:39 am

TheDanishMaster wrote:Here's my vmt for the wet road texture

Code: Select all
"LightmappedGeneric"
{
   "$basetexture" "custom/road_wet"
   "$bumpmap" "custom/road_wet_nrm"
   "$envmap" "env_cubemap"
   "$envmaptint" "[ 5 5 5 ]"
   "$envmapcontrast" 1
   "$envmapsaturation" 1
   "$normalmapalphaenvmapmask" 1
   "$surfaceprop" "concrete"
}


It is basicly just the
Code: Select all
"$envmaptint" "[ 5 5 5 ]"
you need to mess around with to achieve this look.

Also, should I go with
Image
or
Image
?
And should I can't lower the lightmap grid scale to get sexy shadows here because it already complained about too much light detail in the full version of the map


That's pretty nice Danishmaster, quite like the look of the wet one... but you'd need a good reason for it to look that way (especially indoors).

Back to the road, you should edit your $envmapmask to look more uneven - bear in mind most road surfaces aren't perfectly flat, most of the water pools where the tyres go:
Image
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Re: The Official Interlopers "Map Pimpage Thread"

Postby TheDanishMaster on Tue May 08, 2012 9:30 am

You are right about that, but I was going for a "very" wet road and I had something like this Image in mind. The puddles will be realtime reflective using the func_reflective thingy on top of the road
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Re: The Official Interlopers "Map Pimpage Thread"

Postby PaulH on Tue May 08, 2012 12:01 pm

@Danish

I think the problem with the wet road pics is that nothing else in the scene looks wet. I think if you apply the wet effects to the pavement and buildings, maybe darken up the trees and grass a bit, stuff like that will help to sell it.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby TheDanishMaster on Tue May 08, 2012 12:41 pm

Exactly what I'm planning to do. I just haven't had time yet to fix up some wet versions of the other textures yet. I haven't though about the trees yet because I don't think people will actually notice that.

Also planning to do a color correction in the rainy area to darken everything a little and make everything more greyish
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Re: The Official Interlopers "Map Pimpage Thread"

Postby cz_squishy on Tue May 08, 2012 1:22 pm

Black_Stormy wrote:Why doesn't anybody use the assets that came with the super 8 viral marketing level that shipped with portal 2? They would fit right into your level there, squishy.

I believe the outside would be too clean and stick out like a sore thumb plus they probably wouldn't fit. The only non HL2 models I'm using is from CS and plants from L4D2. And I would have to uninstall a game and reinstall Portal 2.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby pk_hunter on Tue May 08, 2012 3:25 pm

These are extremely WIP, but I'm very pleased with how my tram textures turned out. Also, since this is based on an actual location from Half-Life, I've really enjoyed mapping the ridiculousness of the facility's underbelly.
Apologies for once again putting my dirty Goldsourcery in a primarily Source-based thread :3

Image
Image

Also, slightly less WIP but just to give a bit more substance to this media release:
Image
Image
Image
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Re: The Official Interlopers "Map Pimpage Thread"

Postby MáØ on Tue May 08, 2012 11:18 pm

Image
Image

Updated lighting/grass sprites/fog etcetc.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Jangalomph on Tue May 08, 2012 11:51 pm

Almost thought that was stalker for a second MáØ
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Re: The Official Interlopers "Map Pimpage Thread"

Postby MáØ on Wed May 09, 2012 12:00 am

jangalomph wrote:Almost thought that was stalker for a second MáØ


If people keep saying that, it's gonna go to my head.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Jangalomph on Wed May 09, 2012 12:12 am

Maybe its the trees. And thats a good thing :D
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Re: The Official Interlopers "Map Pimpage Thread"

Postby TicTac on Wed May 09, 2012 12:18 am

Hollow wrote:
TicTac wrote:Hollow, I'm confused... Is that in minecraft, with a modded .jar, or did you export the world data to another program?


Ahahahaha, this is a CS:GO hostage rescue map, LOOKS LEGIT MINECRAFT RIGHT??!

It reminded me a lot of this mod. Great job on the look and feel of it!
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Re: The Official Interlopers "Map Pimpage Thread"

Postby cz_squishy on Wed May 09, 2012 3:00 am

*Post moved to next page*
Last edited by cz_squishy on Wed May 09, 2012 3:29 am, edited 1 time in total.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby joe_rogers_11155 on Wed May 09, 2012 3:20 am

i can do that with func_brush entities covered in the block_los texture.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby cz_squishy on Wed May 09, 2012 3:26 am

joe_rogers_11155 wrote:i can do that with func_brush entities covered in the block_los texture.

That's what I had to end up doing. Took me a few hours to realize the ridiculously easy solution :smt021. Without the func_brush block_los the patrolling combine were doing complete 180's because when I was debugging it I found that the combine's LOS sweeps and glitched further than it should have. But in the end I got what I wanted.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Gary on Wed May 09, 2012 3:28 am

Was that done in code or Hammer.
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