That looks amazing, you nailed the aesthetic pretty well.
Stupid question. Is there a zip file to download all assets from INFRA? Or do I need just pick them one by one from the game?
I think I saw one some time ago, but I can't find it anymore (I searched here on FP, on INFRA discord, official site, steam).
I'm not sure but I think you need to extract them from the game. Considering the amount, I think it's the easiest way anyway.
The guy that made INFRA hangs out here anyway and is a cool dude. If you plan on using any assets from the game, I highly encourage supporting the developers and buying the game.
My first attempt at finding all relevant cases for how the corners of my segments could collapse was a big failure.
When the number of cases I needed to take into account by hand surpassed 100 and there was still no end in sight, I knew I was on the wrong track.
After a lot of pondering, I woke up the next day with an idea that I hope will work, and scribbled it on the block that fell from my bed.
The idea, of course, involved looking at some special cases again, but this time it's a more manageable set, and I got better at working with these slopes and slapping textures for the main directions on them:
https://files.facepunch.com/forum/upload/132786/c1bd39dd-3a62-4aa7-a2a5-84ff223ebd7e/image.png
This was all output by my program and should ultimately unlock the path to some fancy things.
Before that, however, I need to get the UV mapping under control again too.
This would not just support curved roads, but also support filling the negatives for them with curved sidewalks or making a curved road that gently turns into a sideways ramp like on a race track. And it should allow for all kinds of twisted columns or even wildly and arbitrarily twisted or just bumpy hallways...
I can look into displacements for this kind of thing later on, too.
Working more on the global light effect for 2051 in the code. Getting proper soft shadows on foliage (INFRA stuff courtesy of Loiste) is one of my goals with rendering Alaska decently.
https://files.facepunch.com/forum/upload/241609/72a98b02-07a3-4c80-a6f0-842205088e76/image.png
https://files.facepunch.com/forum/upload/134264/8af8a521-0f00-4f4f-81cd-539f815eedc1/20181009235223_1.jpg
https://files.facepunch.com/forum/upload/134264/d816015a-09f0-457e-974d-4692f4ebe47e/20181009235430_1.jpg
https://files.facepunch.com/forum/upload/134264/655c8133-0e73-4e33-8bf5-20cd27a7e5b4/20181009235252_1.jpg
https://files.facepunch.com/forum/upload/134264/60279bb7-01a4-4e50-a704-4d3213c71520/20181009235505_1.jpg
Finally starting to work on lighting for a bank heist map I'm making for CSGO.
Can't get this stupid tunnel straight. x_x
https://files.facepunch.com/forum/upload/132786/ab0aef3d-0982-4971-982e-88daaf4a80e7/a.jpg
Sweet jesus imagine those visleaves if you compiled it as it is
Brush geometry is not done correctly, you need to align the brush on the grid, so that there are no bends.
Quads were valid, backfaces were tris, everything was done on-grid.
You should not vertex edit brushes into weird shapes. The brush planes (both triangles) should still form a straight plane. If the brush faces/triangles collapse new planes are generated that will distort like that. Convex polygon shapes work sometimes but concave polygons end up trash all the time.
You have something like that:
https://files.facepunch.com/forum/upload/246907/8128cb3b-95b6-49af-937c-ec81082650c0/image.png
https://files.facepunch.com/forum/upload/246907/e65b7363-cd80-4110-ac26-1715235dd30a/image.png
After import:
https://files.facepunch.com/forum/upload/246907/1f0078a8-ac8e-4d75-9be1-d0de71c5c437/image.png
https://files.facepunch.com/forum/upload/246907/2f0b150b-5cf4-4cf6-a2fe-e1683b1447d9/image.png
As I said, quads were valid. All faces were trapezoidal with no violation of the surface plane.
Jesus Christ, that last screenshot made me trip!
Sew not work?
It did before I saved, closed the editor, then came back to this shrapnel after loading it later. It's fine now, I redid it a more robust way, but it's frustrating that these things happen despite going to great lengths trying to prevent it while achieving the desired result.
Displacements?
Yes'm
Closing the loop with a cubic bezier path now.
https://files.facepunch.com/forum/upload/132786/d3deeff6-6bbe-4315-b359-21ef1ea0a424/image.png
https://files.facepunch.com/forum/upload/132786/c5260310-e902-4f53-afba-1d618e8ee2cf/image.png
Can you revert them back into brushes so we can see the brushwork?
I mean I've redone the entire thing by now so no not really. It wouldn't have granted you insight into how I'd initially put it together anyway because it was made into shrapnel by hammer.