• USE THESE FUCKING PROPS IN YOUR MAP (please)
    22 replies, posted
[img]http://www.lady-natalya.info/images/natalyas-prop-pack-2016-a.png[/img] [url]http://www.lady-natalya.info/downloads/natalya-props-2016-a.zip[/url] I swear to god, I never want to see a picture of shitty brush windows like this again: [url]http://i.imgur.com/mpfBV2m.jpg[/url] Use my props. I beg you. I release them into the public domain, free to everyone forever. If you use them in a map let me know, I want to see it. :) The screenshot above shows some railings and signs and shit, but there's twice as many windows and window frames in there as anything else. There are also glass props that neatly match the window frames. I included some dynamic glass props that can break when shot, but I haven't finished all of those yet, so I'll do another release of those later, but they really aren't the important part.
Might wanna fix the smoothing on the top left window frame next to the door, doesn't look very good - It's a flat surface and shouldn't have that kind of shading at all
Oh I see what happened. I didn't use a separate collision model, so I had to set everything to a different smoothing group in order for collisions to work properly. I can recompile for next release, but honestly I've used that prop in various things for a year and a half and it never bothered me that it looks like that. I'll probably do a new compile as a slightly different model name if that's really an issue. [b]*EDIT*[/b] Done. Those ones are door 64 00, now there is a 00s variant for the no-glass version and the no-glass-static version that looks smooth. The dl link in OP now includes these.
To be completely blunt a lot of these rather suck. Why? They lack a huge amount of detail. The railings are plain and simple, the windows don't even have actual frames for the glass, and doors have almost no texture detail (and no handles either) Signs look fine though. Brush based windows usually suck because people don't bother doing proper frames or use 4-way tiling textures for them. If you actually use frames brush based windows can look quite good. [t]http://i.imgur.com/Gg0kNfh.png[/t]
[img]http://www.lady-natalya.info/images/door-has-a-handle.png[/img] All of my doors have handles, but they are spawned by the game when you set hardware type. Except those big rectangle ones with the large glass window, they're different. I just remembered you can preview them in hlmv with the submodel dropdown. My problems with brush windows are that the glass doesn't reflect env_cubemap properly and they add up against your 8192 limit. If you're making an office building it will have so many fucking windows that you'll maybe have 1 other building in your map.
[QUOTE=Stiffy360;49558842]Words[/QUOTE] Please could you make a mini tutorial video on brush based windows?
Whats wrong with these windows? [img]http://i.imgur.com/78usXHC.png[/img]
[QUOTE=Rammelslakje;49564827]Whats wrong with these windows? [img]http://i.imgur.com/78usXHC.png[/img][/QUOTE] Not sure if you're kidding, but it's because it's gigantic and WAAAAY too thick. Alright, looking back at this reply was a little too aggressive. My main sentiment was that the OP was supplying fairly simple model replacements for fairly simple brushwork, and in my mind if you're trying to get people to make better window frames, going beyond the basic shape and making something more detailed would probably better make your point better since I imagine he was trying to encourage more detail, and not the same or less.
[QUOTE=Rammelslakje;49564827]Whats wrong with these windows? [img]http://i.imgur.com/78usXHC.png[/img][/QUOTE] They lack any kind of framing and look really really flat. Just having a frame grounds the window, makes it more believable, and overall looks better.
[QUOTE=Stiffy360;49558842]To be completely blunt a lot of these rather suck. Why? They lack a huge amount of detail. The railings are plain and simple, the windows don't even have actual frames for the glass, and doors have almost no texture detail (and no handles either) Signs look fine though. Brush based windows usually suck because people don't bother doing proper frames or use 4-way tiling textures for them. If you actually use frames brush based windows can look quite good. [t]http://i.imgur.com/Gg0kNfh.png[/t][/QUOTE] How did you do that? It's really nice xd [editline]19th January 2016[/editline] Also I'll probably use the parking ones, and the door, thanks!
[QUOTE=Borris_Squad;49565997]How did you do that? It's really nice xd [editline]19th January 2016[/editline] Also I'll probably use the parking ones, and the door, thanks![/QUOTE] He used a special texture for the frame, and the layered a glass texture over blinds. I think the window frame texture is included in the base Counter Strike Source assets. Or he made it from scratch.
[QUOTE=Framperton;49566099]He used a special texture for the frame, and the layered a glass texture over blinds. I think the window frame texture is included in the base Counter Strike Source assets. Or he made it from scratch.[/QUOTE] I just used a trim texture (building_template/building_template029i) then I used a glass texture, then I used one of the office window blind textures.
eeeehhh not bad, but hl2 and css covers most of them. the parking sign might be useful though.
[QUOTE=Natalya;49558239]USE THESE FUCKING PROPS IN YOUR MAP[/QUOTE] 'kay [THUMB]http://i.imgur.com/5Er2bHD.jpg[/THUMB]
[QUOTE=Rammelslakje;49564827]Whats wrong with these windows? [img]http://i.imgur.com/78usXHC.png[/img][/QUOTE] Well, I see for huge maps, like the one I'm developping the famous "TOO MUCH T-JUNCTION!!! NOT COMPILING, TRY -notjunc BUT YOUR MAP IS GONNA LAG AFTER XD" from Hammer. Instead, I'd love to use the modeled windows and get less polygonal structures in my map! :D Thanks you Natalya, I'm going to use your set if I see a little place for them in my map. (I'm going to make a new thread about this one by the way)...
[QUOTE=LoucoussBe;49582021]Well, I see for huge maps, like the one I'm developping the famous "TOO MUCH T-JUNCTION!!! NOT COMPILING, TRY -notjunc BUT YOUR MAP IS GONNA LAG AFTER XD" from Hammer. Instead, I'd love to use the modeled windows and get less polygonal structures in my map! :D Thanks you Natalya, I'm going to use your set if I see a little place for them in my map. (I'm going to make a new thread about this one by the way)...[/QUOTE] Yeah maybe models would be easier but you could have too much models too i think. But that out of scale example is only 5 brushes or so.
[QUOTE=Rammelslakje;49590301]Yeah maybe models would be easier but you could have too much models too i think. But that out of scale example is only 5 brushes or so.[/QUOTE] I wonder, what is the max amount of models in a map?
Why brush windows are bad? I don't see it :/ [t]http://images.akamai.steamusercontent.com/ugc/355024085894649784/641D8E15090CF1DC0A7DB9585B887641043FA23E/[/t] [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=607004070"]http://steamcommunity.com/sharedfiles/filedetails/?id=607004070[/URL]
Because it looks like a few of those panels are cracked.
[QUOTE=Richard Simmons;49595923]Because it looks like a few of those panels are cracked.[/QUOTE] that's because hammer autosmooths surfaces. Either manually define smoothing groups or set autosmooth to a lower value.
[QUOTE=tgp96;49595813]Why brush windows are bad? I don't see it :/ [t]http://images.akamai.steamusercontent.com/ugc/355024085894649784/641D8E15090CF1DC0A7DB9585B887641043FA23E/[/t] [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=607004070"]http://steamcommunity.com/sharedfiles/filedetails/?id=607004070[/URL][/QUOTE] I mean if you like brush windows, obviously no one can't stop you from using them. This pack is mostly for generic repeatable window frames for office buildings and store fronts to reduce brush count and make things look a little more clean. As for your picture, it would look better with a clean glass texture instead of the frosty window texture and if you put some kind of wood trim piece at the very top where the glass meets the ceiling.
Found this on the hunt for some doors and stuff, using css hammer, I'm getting checkerboard on some parts of the props (both in browser and once compiled) [img]http://i.imgur.com/1WEXPh6.png[/img] Any idea what textures I'm missing? or is it just incompatible with css?
it looks like the textures to the door handle are mising because it looks the same in Gmod
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