Map Battle Discussion

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Re: Map Battle 51 - Night [EXTEND TO THE 31st]

Postby nub on Sun Jul 17, 2011 7:31 pm

Not trying to be picky or anything. Seams are generally not good looking, especially in skyboxes. The seams are real noticeable too.

I mean, yeah, that skybox looks fucking awesome, it's just the seams mess it all up.
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Re: Map Battle 51 - Night [EXTEND TO THE 31st]

Postby Jangalomph on Sun Jul 17, 2011 10:02 pm

i had to look extremely hard to see the seams tbh.
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Re: Map Battle 51 - Night [EXTEND TO THE 31st]

Postby Zecrah on Sun Jul 17, 2011 11:11 pm

I have to agree with nub I'm afraid. Still, it's nice.

Hmm. I'd like to enter this but not really in a stage too right now.
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Re: Map Battle 51 - Night [EXTEND TO THE 31st]

Postby Dives on Mon Jul 18, 2011 12:11 am

I think Clamp S and Clamp T on the skybox VTFs will fix the seams.
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Re: Map Battle 51 - Night [EXTEND TO THE 31st]

Postby nub on Mon Jul 18, 2011 1:32 am

Aren't you supposed to use Clamp S and Clamp T for skyboxes anyway?

jangalomph wrote:i had to look extremely hard to see the seams tbh.

I guess it depends on the person's eyes. Some people can usually spot seams or repetition in textures that others would not have noticed at first. The seams are harder to notice in the second screen shot, and even more difficult to see at thumbnail size. They look almost like an edge with aliasing.
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Re: Map Battle 51 - Night [EXTEND TO THE 31st]

Postby Jangalomph on Mon Jul 18, 2011 4:33 am

Well my computer screen darkens things.. so it kinda darkend the seams. I had to sit up to see them, once i saw them it was like D:
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Re: Map Battle 51 - Night [EXTEND TO THE 31st]

Postby joe_dirt976 on Tue Jul 19, 2011 4:52 am

ya, the skybox tools included with L4D2 suck balls. Seems to limit the texture resolution 512 or something.
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Re: Map Battle 51 - Night [EXTEND TO THE 31st]

Postby nub on Tue Jul 19, 2011 10:19 am

Ew. I'd never go below 1024x1024 with skyboxes.
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Re: Map Battle 51 - Night [EXTEND TO THE 31st]

Postby source-maps on Tue Jul 19, 2011 12:59 pm

nub wrote:Ew. I'd never go below 1024x1024 with skyboxes.


so you are basically wasting 4 x 512 of textures in the memory

you should cut off the bottom part on the left, right, front and back and make them 1024x512 and put this in your VMT

Code: Select all
   "$basetexturetransform" "center 0 0 scale 1 2 rotate 0 translate 0 0"
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Re: Map Battle 51 - Night [EXTEND TO THE 31st]

Postby nub on Tue Jul 19, 2011 7:00 pm

Well, right. I know that.
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Re: Map Battle 51 - Night [EXTEND TO THE 31st]

Postby source-maps on Tue Jul 19, 2011 7:21 pm

nub wrote:Well, right. I know that.


ah sorry then I guess
I always hate it when some one tells me something I already know :P
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Re: Map Battle 51 - Night [EXTEND TO THE 31st]

Postby joe_dirt976 on Mon Jul 25, 2011 4:04 am

anyone who would like to use it, feel free...
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forgot to hdr it after rendering... I am using this though.

edit: fuck l4d2, the tools cripple my resolution. falling back to L4D1 or maybe even ep2.
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Re: Map Battle 51 - Night [EXTEND TO THE 31st]

Postby Blade Nd64 on Fri Jul 29, 2011 9:18 am

I got a little carried away.

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Re: Map Battle 51 - Night [EXTEND TO THE 31st]

Postby Ark11 on Fri Jul 29, 2011 9:24 am

That is awesome, I love the lighthouse and that bridge thing on the last image. You need to turn that into a proper functioning map and release it!
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Re: Map Battle 51 - Night [EXTEND TO THE 31st]

Postby LordDz on Fri Jul 29, 2011 2:06 pm

That would be an awesome map, imo. I love the lighting. Release it and I'll dl TF2 again.
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