• The Resort update thread
    2 replies, posted
Hey everyone! So I've been working on a mod for Black Mesa and i would like to share it with you guys i will update this thread with videos and information on my mod as it comes along, Enjoy PS skip to 0:40 for the actual first map showcase. [video=youtube;MQlglYST6aQ]https://www.youtube.com/watch?v=MQlglYST6aQ[/video]
I like the idea, and I was bored this afternoon so I took the liberty of sort of re-creating your map with a different approach to displacements. Now, I'm no ~mapping god~ and this was made hastily, with the displacements having an extremely vast room for improvement both geometrical and texture wise, and with the 3D skybox having little regard to what the New Mexico desert actually looks like, but I still hope it can be used as a source of inspiration. (Also note how the sunlight's not alligned with the skybox texture) [t]http://i.imgur.com/LYcxn0H.jpg[/t] [t]http://i.imgur.com/o4SLPkU.jpg[/t] [t]http://i.imgur.com/SvhtFgJ.jpg[/t] [t]http://i.imgur.com/TBG1nk4.jpg[/t] [t]http://i.imgur.com/YaBQIZm.jpg[/t] 'Subdivide' and 'Noise' are really handy. For instance; Create two blocks like this: [t]http://i.imgur.com/K7Ss9We.png[/t] Copy paste them a couple of times and mold them into the shape you'd like using the Vertex Tool, making sure the vertices are properly alligned to both each other and the grid: [t]http://i.imgur.com/uTOYZ9X.png[/t] Now you'll end up with a shape like this, still just looks like a bunch of blocks: [t]https://i.imgur.com/DNCuQ4J.png[/t] Now, using the 'Toggle Texture Application' tool, highlight the faces that will be visible by the player. [t]https://i.imgur.com/Va43OJh.png[/t] Click on the 'Displacement' tab and click "Create", choosing the default power of 3. Now click 'Subdivide'. Instead of a blocky surface like this: [t]https://i.imgur.com/qzDMgaN.png[/t] You'll end up with a smooth surface like this: [t]https://i.imgur.com/3P2T3vn.png[/t] With the 'Noise' tool you can, as the name of it suggests, automatically add bumps and pockets to the surface, making it look more natural. I generally use a minimum of 2 and a maximum of 16, though it depends on what kind of look you want it to have. And of course you can use the displacement toolset to manually add details to it later. Just remember to properly align your vertices and treat the displacements with respect. If not, an improperly textured and oddly shaped but otherwise perfectly fine arc thing + island can turn from this: [t]https://steamuserimages-a.akamaihd.net/ugc/844837043559056006/4CC0576F56286790ACE9BBFA17EC46A44CF3C682/[/t] into this: [t]https://steamuserimages-a.akamaihd.net/ugc/844837043559049000/83DAB18A2B7AE75D8219B75472C1C68FAF4A0657/[/t]
Thanks for the tips (Man you're great at mapping) I'll have to raise my standard of mapping
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