• Most beautiful maps created on Source SDK
    211 replies, posted
[QUOTE=Dr_Spud;41737000]Something I've wondered for a while: does anyone know where these tree props originated? I'm fairly sure I've seen them in many custom maps over the years and I've never figured out where they came from.[/QUOTE] They look very low poly, could be propper props by the author.
[QUOTE=Grenade Man;41736530]Not even Satan can fix jorpakkos content.[/QUOTE] It took Garry 8 months to fix L4D2 mounting, only to find out that L4D1 is broken. Now it won't update I've pretty much given up on it.
[QUOTE=GameDev;41739168]It took Garry 8 months to fix L4D2 mounting, only to find out that L4D1 is broken. Now it won't update I've pretty much given up on it.[/QUOTE] I wrote a small program that spits out a text file containing all the assets that a vmf has inside of it awhile back, it's really rough around the edges but it's handy for figuring out what content you need to mount in cases like this. If you had a list of all the content it would make converting the necessary files a lot easier then doing all of them and guessing which ones you used. If you are interested in using it let me know :) [QUOTE=Dr_Spud;41737000]Something I've wondered for a while: does anyone know where these tree props originated? I'm fairly sure I've seen them in many custom maps over the years and I've never figured out where they came from.[/QUOTE] Models in question are called "_outdoor\pflanzen\" 6 trees also a couple of bushes and skybox models to go along with them. Each one has about 6 skins as well. No idea where they came from but they are present in ZPS so maybe one of our former modelers made them before I joined the team.
I actually managed to clean up the entire map and load all the content for it, but I couldn't compile it for SFM, would crash hammer :(
[QUOTE=PalmliX;41740683]I actually managed to clean up the entire map and load all the content for it, but I couldn't compile it for SFM, would crash hammer :([/QUOTE] You could try VBCT.
[QUOTE=Medevilae;41748344]To everyone saying RnL is dead or has moved to CE3, neither is true! It is in active (albeit slow) development! There is a similar commercial game on CE3 (Traction Wars) howerver[/QUOTE] This is great news! But how do you know this? I have been searching around and everything indicated that the mod was dead. Also who even mentioned CE?
[QUOTE=Medevilae;41748344]To everyone saying RnL is dead or has moved to CE3, neither is true! It is in active (albeit slow) development! There is a similar commercial game on CE3 (Traction Wars) howerver[/QUOTE] [QUOTE=Grenade Man;41748443]This is great news! But how do you know this? I have been searching around and everything indicated that the mod was dead. Also who even mentioned CE?[/QUOTE] [url]http://www.moddb.com/games/resistance-and-liberation[/url] :V Yeah, they moved to CE3
[QUOTE=Dr_Spud;41737000]Something I've wondered for a while: does anyone know where these tree props originated? I'm fairly sure I've seen them in many custom maps over the years and I've never figured out where they came from.[/QUOTE] They were from the NMRiH leak back in 2008 or so.
[QUOTE=SickBow;41727025]It was different [IMG_THUMB]http://www.1337upload.net/files/is_warehouse0044.jpg[/IMG_THUMB][/QUOTE] [QUOTE=NotExactly;41726155]It was, thanks! I found a screenshot of it on their ModDB but I could've sworn the lighting and skybox were very different when I last saw it. [img]http://media.moddb.com/images/games/1/21/20749/is_warehouse0249.jpg[/img][/QUOTE] Aww you guys are so kind! I still have the map somewhere and was planning on converting the map into a cs:go map or gmod map, so maybe it'll see the light of day.
Pls Hazrd It's just got an amazing feel to it edit: and nostalgia from the days of Source Ivan's Secrets
This is going to be a really hard to follow, but like way back in the day there was this map I had in Gmod and I've never been able to find it since. Basically it was a large house, very grey with an abandoned feel to it. It had a piano by the entrance, a back door under the stairs and a hidden room in the upstairs. The outside had a train track with a train sitting on it. In front of the house was a empty field with a dead-ish tree. There was also a blacktop in front of the house. At the end of the field was a fence and some kind of cinder tubes, like for a damn or something like that. Behind the house was a street road going up a slight hill into a little building with a shower room in the back of the building. It was a very beautiful and grey map and I thiiiiink it had a German name. If anyone thinks they know what I'm talking about, I'd really appreciate it's name. I know for sure it was on Garrysmod.org because that's where I originally got it from.
How about some pretty Deathmatch maps? dm_cthulu: [t]http://files.gamebanana.com/img/ss/maps/142573.jpg[/t]
[QUOTE=wauterboi;41776773]How about some pretty Deathmatch maps? dm_cthulu: [t]http://files.gamebanana.com/img/ss/maps/142573.jpg[/t][/QUOTE] Ooh, I've been wanting to get that map working in Gmod forever. I haven't tested it again in some time, maybe one of the updates has fixed it?
It's strange when I think about Hammer Editor, and the Source Engine for that matter as a whole. It doesn't compete graphics wise like if you were to say something like UDK or CryEngine, but it has some sort of element that makes it look good. I can't figure out why though. Not just mapping also the way mods are made. Maybe it's the flexibility developers are given, I don't know.
[QUOTE=pilot;41780268]It's strange when I think about Hammer Editor, and the Source Engine for that matter as a whole. It doesn't compete graphics wise like if you were to say something like UDK or CryEngine, but it has some sort of element that makes it look good. I can't figure out why though. Not just mapping also the way mods are made. Maybe it's the flexibility developers are given, I don't know.[/QUOTE] Shaders perhaps?
[QUOTE=CheezMan;41826399]Shaders perhaps?[/QUOTE] To be honest its mostly that Source doesn't use a ton of unnecessary shaders and post processing. Valve also did a good job with Source's facials and Radiosity (or in basic terms regular lighting).
[QUOTE=IM BATMAN;41827891]To be honest its mostly that Source doesn't use a ton of unnecessary shaders and post processing. Valve also did a good job with Source's facials and Radiosity (or in basic terms regular lighting).[/QUOTE] Source hit that balance between good shading and lighting that makes it seem basic, but has it's own kind of unique look that some people really dig.
Lemurr's works are very good.
[QUOTE=IM BATMAN;41827891]To be honest its mostly that Source doesn't use a ton of unnecessary shaders and post processing. Valve also did a good job with Source's facials and Radiosity (or in basic terms regular lighting).[/QUOTE] Absolutely. Sometimes I can't stand certain games that are lathered in post-process screen-space effects that just create oddities, noise, gamma issues, etc. The games that win in the visual department are carefully blocked out to create good scenes, given consistent looking textures, and are treated with additional models that have been carefully sculpted and uv wrapped to hide polygonal edges and vertices. Consistency is what makes good looking games look good.
Just to be clear, it's not that Source [I]doesn't support[/I] the fancy shaders you see in newer engines. Source uses HLSL. Valve just never added those popular newer shaders for their shipped games, and modders can't author new shaders (unless you make a total conversion mod). For example, here's Source + a new lense flare shader: [url]https://www.youtube.com/watch?v=8oWclYuKTk8[/url] That being said, I've grown pretty frustrated with Source's lack of lightmaps for static props, and the general weird rules it has with how it lights different kinds of props versus world geometry. I have to fiddle for hours to get simple things to look right. Whereas it's comparatively easy to get a UDK level looking good. Even if I do dislike the out of the box "UDK look" with all its shaders cranked to 11.
Does anybody remember the map of a beached summer house, for garry's mod? It was small, but incredibly detailed. I can't seem to find it.
[QUOTE=Drak_Thing;41859193]Does anybody remember the map of a beached summer house, for garry's mod? It was small, but incredibly detailed. I can't seem to find it.[/QUOTE] [URL="http://css.gamebanana.com/maps/19321"]de_rush [/URL]maybe?
[QUOTE=Drak_Thing;41859193]Does anybody remember the map of a beached summer house, for garry's mod? It was small, but incredibly detailed. I can't seem to find it.[/QUOTE] gm_resort?
[QUOTE=€r!k;41919977]I took them from a Source mod called "Coastline to Atmosphere" and added my own physical models to them. If that mod took them already from somewhere else, I don't know.[/QUOTE] remember playing that mod when it first came out, got quickly bored thought
I still can't believe that Titanfall is being made in Source...even though it's not out yet I think this counts. [video=youtube;qzYDrzk1xs4]http://www.youtube.com/watch?v=qzYDrzk1xs4[/video]
[QUOTE=Ryu-Gi;41925736]I still can't believe that Titanfall is being made in Source...even though it's not out yet I think this counts. [video=youtube;qzYDrzk1xs4]http://www.youtube.com/watch?v=qzYDrzk1xs4[/video][/QUOTE]To be fair, there's a LOT of changes to Titanfall's specific flavor of Source. For example, the renderer's been completely ripped out and replaced. There's probably way more model work than in the average Source map, ala UE3.
[QUOTE=The Kins;41926985]To be fair, there's a LOT of changes to Titanfall's specific flavor of Source. For example, the renderer's been completely ripped out and replaced. There's probably way more model work than in the average Source map, ala UE3.[/QUOTE] Although the renderer does affect things, I don't understand how "more model work" makes it something that isn't Source. In the current version of Source that we all can use, we can easily use that much models (provided we had them prior).
[QUOTE=Drak_Thing;41859193]Does anybody remember the map of a beached summer house, for garry's mod? It was small, but incredibly detailed. I can't seem to find it.[/QUOTE] It could be... my map? I dunno, It was not very detailed indoors because I wanted the player to decorate it, but, well, It is a house, it is for Garry's Mod and it is small. [url]http://steamcommunity.com/sharedfiles/filedetails/?id=128072152[/url] And here, a screenshot: [img]https://dl.dropboxusercontent.com/u/22953481/Images/coolhouse.png.jpg[/img]
[QUOTE=Drak_Thing;41859193]Does anybody remember the map of a beached summer house, for garry's mod? It was small, but incredibly detailed. I can't seem to find it.[/QUOTE] i think it was mine from like 2 yrs ago
Stinger and I are quite proud of our GM_BigIsland but it is not up to us to decide whether it gets in this thread or not. Instead, here is a photo of an owl. [IMG]http://i2.mirror.co.uk/incoming/article1861093.ece/ALTERNATES/s615b/£££-Owl-with-an-upside-down-head-1861093.jpg[/IMG]
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