• RP_OvisCity 2
    316 replies, posted
[QUOTE=Peter Brev;43028742]I highly recommend you to decrease lightmap scale on that arch and align the texture. And do not use the light entity but the light_spot to lit your area and light entity for ambient lighting.[/QUOTE] Lights already changed. Also I didn't noticed the texture missalignment myself, thanks for that. :) [img]http://cloud-4.steampowered.com/ugc/720870441901793144/71FA777D7946AE7B724C897D21D5D5064E0A6D12/[/img]
My last compile brougt up this: [quote="VHE"] brushes 7053/8192 84636/98304 (86.1%) VERY FULL! overlays 433/512 152416/180224 (84.6%) VERY FULL! entdata [variable] 362981/393216 (92.3%) VERY FULL! [/quote] ;/
Save brushes by making some into models. I wish there was a way to bypass the brush limit. Source can easily take more brushes.
[QUOTE=ovi;43045626]My last compile brougt up this: brushes 7053/8192 84636/98304 (86.1%) VERY FULL! overlays 433/512 152416/180224 (84.6%) VERY FULL! entdata [variable] 362981/393216 (92.3%) VERY FULL! ;/[/QUOTE] I share your pain Ovi. My entdata is somewhere around 150% and brushes must be 99% full ha.
[QUOTE=1 Duck;43054616]I share your pain Ovi. My entdata is somewhere around 150% and brushes must be 99% full ha.[/QUOTE] I found a modded vbsp on the Internet, but the download isnt working. It allowed you to use 32768 brushes. Also trying to get Propper to work again with the new steampipe update. No success yet. Any Ideas?
^ keep in touch, I'd also like to get propper working. Somebody mentioned this but I haven't yet gotten around to actually trying it: [url]http://jameshammerblog.blogspot.de/2013/08/2013-hammer-propper-setup.html[/url]
[QUOTE=:smugspike:;43068631]^ keep in touch, I'd also like to get propper working. Somebody mentioned this but I haven't yet gotten around to actually trying it: [url]http://jameshammerblog.blogspot.de/2013/08/2013-hammer-propper-setup.html[/url][/QUOTE] I followed this and it worked: [quote="steampowered forums"]I made a temporary sourcemod using Source SDK which provided the old folder directory structure, and then set Propper up to work with it. What I did exactly was: 1) Open Source SDK and put the engine version to "Source Engine 2007" 2) Choose "Create a Mod" under utilities 3) Choose "Modify Half Life 2 Single Player" 4) Set the mod directory to something like: C:\Program Files (x86)\Steam\SteamApps\sourcemods\propper 5) Name it Propper or whatever (This should automatically create a "Current Game:" with the sourcemod and be already configured) 6) Open the Propper game in 2007 mode 7) Add the propper.fgd to the list from where it should be located according to the old readme: C:\Program Files (x86)\Steam\SteamApps\USERNAME\sourcesdk\bin\sourc e2007\bin And it should work when you run the map (make the model) with: -game $gamedir $path\$file[/quote]
Which version did you use? [editline]7th December 2013[/editline] Dumb question, forgot that they were engine version dependent.
Hey, some small updates. Fighting around with reducing brushes the most time. ;/ Releasing Alpha 002 on Steam Workshop soon. Some new features for the combinebase. You can open/close all the gates from here, and see the status. [img]http://cloud-4.steampowered.com/ugc/721997070354519684/BC7643C0227F8560745B77353CF373FC130D2C17/[/img] Also small sewers update. [img]http://cloud-3.steampowered.com/ugc/721997070354532292/533701702A571B6AE469B9038F74A7F0A7CA7540/[/img]
That working layout with the sprites to tell what gate is open is really win. + 1 mapping king for you sir
[QUOTE=ovi;42950318][IMG]http://cloud-2.steampowered.com/ugc/720869898971650299/1E44584A2D1642D5661A82A8D3FC6BB8223834FC/[/IMG][/QUOTE] The place where the grass and the path in the town square meet looks kinda out of place. Maybe put like a little bit of raised stone on the ends of the path so it looks more normal?
Appartment building finished. Has like 12 rooms. Some have secret exits/connections to other parts of the Map. Not much detail cause I have to save Brushes and fighting with the waterindices limit. :( [img]http://cloud-3.steampowered.com/ugc/705109293735942625/A5F50DA5138FA0B57FFB2581A6A3277217BF04D5/[/img] [img]http://cloud-2.steampowered.com/ugc/705109293735951281/615C0D41183BC837AE84A707FD67090E03BB22BA/[/img] [img]http://cloud-2.steampowered.com/ugc/705109293735964500/58C7A826F4DB52593E095EF7E6C400E3DF4A8D43/[/img] [img]http://cloud-3.steampowered.com/ugc/705109293735937258/A2D045E78247E481F1A99FB0B16207C44C5AB018/[/img]
That outdoor area in the middle with the windows just instantly made the layout of the building much more interesting.
Also, what do you plan on doing with that street tunnel?
Looking forward to Alpha 002!
[QUOTE=Garfy;43190247]Looking forward to Alpha 002![/QUOTE] Alpha 002 is already out [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=197919808"]http://steamcommunity.com/sharedfiles/filedetails/?id=197919808[/URL]
Overworked the town square: [img]http://cloud-2.steampowered.com/ugc/703983936946884001/B3DAF54A8DD6B2075FDDBE6A54C8987731DD5D99/[/img] Arch got some more edges and detail [img]http://cloud-3.steampowered.com/ugc/703983936946890169/BBD2B3EFCAAD8681504775662D54CFF9FB7F6340/[/img] Added some more cables and utility poles around the map [img]http://cloud-4.steampowered.com/ugc/703983936885393565/48B715305A399D85AD79ACBDA98E1AA45A6724B5/[/img] [img]http://cloud-2.steampowered.com/ugc/703983936885386877/121599B1D5916922CD9D84DE3F812A4263C380BB/[/img]
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