CS:S [de_prypyat]

Reveal what you have made so far and get feedback on development.

Re: CS:S [de_prypyat]

Postby Menno21 on Fri May 11, 2012 3:24 pm

Sathor wrote:Ok, it looks really good, so anything I say is just trying to help to improve something good!

1st screen:

Most likely the curb would break with stuff growing over from the lawn before anything grows in the middle of the street. The bushes are too many, use them only carefully and perhaps rather in groups - like a single one here, then two of them there and so on.

2nd screen:

Where did the missing tiles go? If you "destroy" something, think about the consequences! How the rubbish would behave and where it would remain.


Thats why I am posting, to get some improvemants in the level, I dont have always the overvieuw for myself to get those ideas and plans for making something look good and realistic. It realy helps me out.

Thanks Sathor!
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Re: CS:S [de_prypyat]

Postby Menno21 on Sun May 13, 2012 7:30 pm

[Update]

Colorcorrection added,
Envorimental lightning adjusted,
and some light changes..

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I cant make models, but I am looking for some one who love to help me out with a model for in my swimmingpool,
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I can make a paymant for it, if neccesary :)

Hope u guys like it
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Re: CS:S [de_prypyat]

Postby MáØ on Sun May 13, 2012 7:43 pm

Glad my lighting is working for ya, looks good!
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Re: CS:S [de_prypyat]

Postby Blink on Sun May 13, 2012 8:57 pm

Definitely agree with Sathor, Chernobyl is covered in broken bits as you would expect.

Also that basketball board has a strange fullbright effect going on.
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Re: CS:S [de_prypyat]

Postby Will_B on Sun May 13, 2012 10:14 pm

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I made this level with the UDK a while back, is that clock model ok for you? I can have a dig on my drive and compile it for you.
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Re: CS:S [de_prypyat]

Postby Major Banter on Sun May 13, 2012 10:32 pm

Not really relevant, but Will, you've sold UDK for me.

Operation: Finish Stroll And Switch Engines is in effect.
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Re: CS:S [de_prypyat]

Postby stoopdapoop on Sun May 13, 2012 10:51 pm

I made this in a couple of minutes, and it's kinda raggedy but it may help anyway. Also it's not compiled for source, but it's a .obj and has an included TGA

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http://tri4.net/brown/poopclock.rar

You can have it if it'll help. If not then no harm done. :)
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Re: CS:S [de_prypyat]

Postby Will_B on Sun May 13, 2012 11:05 pm

Major Banter wrote:Not really relevant, but Will, you've sold UDK for me.

Operation: Finish Stroll And Switch Engines is in effect.



Sorry I should have pointed out the clock model in the shot which I was referring too, offers still there but stoopdapoop's already got it sorted for you :)
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Re: CS:S [de_prypyat]

Postby Menno21 on Mon May 14, 2012 11:13 am

stoopdapoop wrote:I made this in a couple of minutes, and it's kinda raggedy but it may help anyway. Also it's not compiled for source, but it's a .obj and has an included TGA

You can have it if it'll help. If not then no harm done. :)


It helped me really out! nice textures and thanks for the job done, will add credits if you like:)
The compile work and the rest of modelling work, done by Black_stormy, since I am never done model work, in any software.. want to start learn soon.. So It works and running in Source engine now!

Thanks alot! you guys said its a small easy job, for me its really helpfull!

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Thanx alot :)

and the fix after Blinks advice.

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Re: CS:S [de_prypyat]

Postby Stormy on Mon May 14, 2012 1:59 pm

Major Banter wrote:Not really relevant, but Will, you've sold UDK for me.

Operation: Finish Stroll And Switch Engines is in effect.


Horayyyyyy! Another convert!
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Re: CS:S [de_prypyat]

Postby Major Banter on Mon May 14, 2012 2:35 pm

Dude, roll the lighting back to the previous version, or turn off colour correction.

It looks like there's a nuclear bomb going off outside! Remember; if this is for CSS, how are people going to see each other? And if it's a portfolio piece, it's removed a lot of depth and emptiness to the image and made it far too vivid.

Colourful works better than washed out, but in moderation.

Never seen this much help dished out before!
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Re: CS:S [de_prypyat]

Postby Menno21 on Mon May 14, 2012 3:14 pm

Major Banter wrote:Dude, roll the lighting back to the previous version, or turn off colour correction.

It looks like there's a nuclear bomb going off outside! Remember; if this is for CSS, how are people going to see each other? And if it's a portfolio piece, it's removed a lot of depth and emptiness to the image and made it far too vivid.

Colourful works better than washed out, but in moderation.

Never seen this much help dished out before!


You are very treu! Still I playing a bit with colors and light! I know players still need to see eachoter..
I need to find a balance between lightning, coloring and realism!
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Re: CS:S [de_prypyat]

Postby stoopdapoop on Mon May 14, 2012 9:00 pm

Menno21 wrote:It helped me really out! nice textures and thanks for the job done, will add credits if you like:)


If you're already crediting other people, you can add me to the list, if not then don't worry about it.

and you're welcome :)
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Re: CS:S [de_prypyat]

Postby kkirspel on Tue May 15, 2012 12:45 am

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the missing tiles texture looks like it repeats in an obvious way. try to mix it up, maybe add a few smallish rubble piles here or there to break up the pattern.
The inspiration as to why I'm here: Adam Foster; Minerva. Great job man.
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Re: CS:S [de_prypyat]

Postby zombie@computer on Tue May 15, 2012 9:25 am

The tiles are sized to the power of 2... You can easily cut up the floor and vary the offset of the texture a bit to change the tiles here and there...

btw, one thing is bugging me: Why in the hell would terrorists bomb a swimming pool ??? (thats also my complain about a lot of cs:s maps. Bombing a fruit market in de_inferno, bombing crates and piles of stone in de_dust, like wtf).
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