EDIT: Forget it, I realize that we were talking about different things. I'll try your suggestion right now.
Yours has this defined circular indent
[img]https://lh4.googleusercontent.com/-llAYj3rlcGQ/Uy8HQ7NRazI/AAAAAAAADVk/khYneLqDdTQ/s0/2014-03-24_02-09-43.png[/img]
Where the originals is more subtle
[img]https://lh3.googleusercontent.com/-wPnOYRZkfNo/Uy8JAWwqPQI/AAAAAAAADV4/Jp-aoeYLNww/s0/2014-03-24_02-17-10.png[/img]
[editline]24th March 2014[/editline]
And I missed your post above :v:
[QUOTE=Clear_Strelok;44329194]Better ? (The LCD screen is just here for the sake of variety, ignore it. I'll send both the vanilla-like and "kinda accurate" versions to the team in case they would want to use this texture)
[T]http://img15.hostingpics.net/pics/1847782014032300003.jpg[/T] [T]http://img15.hostingpics.net/pics/4595492014032300004.jpg[/T]
EDIT: And now with cubemap reflection:
[T]http://img15.hostingpics.net/pics/3528082014032300008.jpg[/T] [T]http://img15.hostingpics.net/pics/6868202014032300009.jpg[/T][/QUOTE]
I´m actually liking this version of the screen.
[QUOTE=Clear_Strelok;44329194]Better ? (The LCD screen is just here for the sake of variety, ignore it. I'll send both the vanilla-like and "kinda accurate" versions to the team in case they would want to use this texture)
[T]http://img15.hostingpics.net/pics/3528082014032300008.jpg[/T] [T]http://img15.hostingpics.net/pics/6868202014032300009.jpg[/T][/QUOTE]
This looks so fucking satisfying. I just want to press all of those buttons.
Normal map those buttons, don't just texture it that way.
[QUOTE=kaze4159;44330152]The model itself is fine, I just meant to make the edge between the shadow and face a little lighter in the texture[/QUOTE]That was a good idea. I think it looks much more natural this way:
[T]http://img15.hostingpics.net/pics/459042Sanstitre1.png[/T]
Also, I've finished half of the street signs texture.
[T]http://img15.hostingpics.net/pics/936836streetsignscomposite02.png[/T]
Mr. Brightside
[video=youtube;Iz38TDyxTug]https://www.youtube.com/watch?v=Iz38TDyxTug[/video]
[QUOTE=Rick Deckard;44331309]Mr. Brightside
[video=youtube;Iz38TDyxTug]https://www.youtube.com/watch?v=Iz38TDyxTug[/video][/QUOTE]
dang man, is this actual gameplay from this mod or is brightside just making his own stuff? just wondering cuz idk lol
[QUOTE=Clear_Strelok;44329194][T]http://img15.hostingpics.net/pics/6868202014032300009.jpg[/T][/QUOTE]
I'm sorry I'm quoting this like everyone else, but the front panel has a black trim around it and it's annoying the hell out of me.
Also can it go back to a cyan screen
[QUOTE=Butthurter;44333349]i dont see any reason to
its rather distracting, gives the idea that players could interact with it[/QUOTE]
It was cyan originally and I don't see how making it darker and harder to see the Error less distracting.
Relax guys, I alrdeady said that there were two different versions of the screen ready.
[QUOTE=Clear_Strelok;44329194](The LCD screen is just here for the sake of variety, ignore it. I'll send both the vanilla-like and "kinda accurate" versions to the team in case they would want to use this texture)[/QUOTE]
There's no need to argue such a minor detail, really.
[QUOTE=Dippeggs;44332513]I'm sorry I'm quoting this like everyone else, but the front panel has a black trim around it and it's annoying the hell out of me.[/QUOTE]
Ah that's interesting, I hadn't noticed it. The model is probably using a small part of the texture I forgot to fill.
Meanwhile, here are some lockers:
[T]http://img15.hostingpics.net/pics/4961392014032300036.jpg[/T] [T]http://img15.hostingpics.net/pics/1513872014032300038.jpg[/T]
[QUOTE=Sally;44334052]The asterisk look a little bit like they are mashed up[/QUOTE]Well That's how the original asterisk look.
[QUOTE=Clear_Strelok;44329194] [T]http://img15.hostingpics.net/pics/6868202014032300009.jpg[/T][/QUOTE]
The asterisk look a little bit like they are mashed up
[QUOTE=Butthurter;44333349]i dont see any reason to
its rather distracting, gives the idea that players could interact with it[/QUOTE]
They [i]can[/i] interact with it.
They press use on it and it says ERROR that's interaction.
[sp]Nobody is going to stop to look at the keypad for more than 5 seconds.[/sp]
[QUOTE=Sally;44334052]The asterisk look a little bit like they are mashed up[/QUOTE]
[url=http://desktoppub.about.com/library/fonts/gifs/digitalreadout.gif]Thats how it should look.[/url]
[QUOTE=gk99;44333113]Also can it go back to a cyan screen[/QUOTE]
i personally love the way it looks without the backlight. Like it's an old device which's backlight broke and looks like a calculator from 2002
or like the old gameboy screen.
[editline]24th March 2014[/editline]
[QUOTE=ProZak;44334690][sp]Nobody is going to stop to look at the keypad for more than 5 seconds.[/sp][/QUOTE]
yeah. it's as done as it needs to be. clear can move on to other props
[QUOTE=endorphinsam;44335044]yeah. it's as done as it needs to be. clear can move on to other props[/QUOTE]For the next one I propose a decayed watermelon.
I would suggest him to take a screenshot looking not so close at it to show people that it's already good enough.
[QUOTE=Stiffy360;44329356]I've been working on the maps, but it's rather hard to improve them without a ton of props. I can make a few, but I'm just not at a level I feel I would want to ship something with.
If anyone wants to help with making smaller props like rain gutters, scaffolding, that kind of stuff, be my guest.[/QUOTE]
You could take the Valve route and make brush versions as a place-holder until a real model is made, at least that way you aren't limited in what you can do, it could also give you a better idea in how you'd use the props you want.
If you make a really nice brush and want it to be a prop, there's also [url=https://developer.valvesoftware.com/wiki/Propper]propper[/url], a tool that turns brushes into props.
Are you guys going to use some of L4D's models but with redone textures or are you going to just make everything you need from scratch?
[QUOTE=highvoltage;44336089]Are you guys going to use some of L4D's models but with redone textures or are you going to just make everything you need from scratch?[/QUOTE]
I'm not sure if L4D assets are allowed on non-L4D Source mods. On one hand, I've never seen any arguments or cases against it. But on the other hand, I haven't seen many mod-makers using them either.
It'd be amazing if the team could root through L4D for models, there's a treasure trove in there (including scaffold like Stiffy360 requested), but it's even more of a grey area that use of leak models.
[QUOTE=Mr. Someguy;44336161]I'm not sure if L4D assets are allowed on non-L4D Source mods. On one hand, I've never seen any arguments or cases against it. But on the other hand, I haven't seen many mod-makers using them either.
It'd be amazing if the team could root through L4D for models, there's a treasure trove in there (including scaffold like Stiffy360 requested), but it's even more of a grey area that use of leak models.[/QUOTE]
I am fairly certain that Valve explicitly stated that it's okay to release mods with assets from their games, as long as you don't try and sell them.
That being said, I do not think it is a good idea to use assets from L4D, because if you did you'd need to also have bought L4D (for an hl2 mod lol) which would be a bummer.
Oh yeah, what does "rebel stories" mean in this mod? Is it the new name of this mod? What is it? Im confused
[QUOTE=Revolve;44336344]Oh yeah, what does "rebel stories" mean in this mod? Is it the new name of this mod? What is it? Im confused[/QUOTE]
It's Ken's own mod, but most of the assets he creates are being used for both, so it's still relevant.
I used to think if you hit the right button it would let you use it but I always tried watching the code Alyx puts in and I never got it right and thought I was just stupid.
[QUOTE=gk99;44333638]It was cyan originally and I don't see how making it darker and harder to see the Error less distracting.[/QUOTE]
I got an idea.
Why not use the cyan version as a backlight which turns on when someone presses a button. I've seen a few keypads do that.
Guys. Stop fucking overthinking small props and move on to other ones.
[editline]24th March 2014[/editline]
No one is going to ever stare at a small prop for more than 3 seconds as it was already said above. You don't need to make it extremely polished: you're making a game asset, not a portfolio piece.
[QUOTE=endorphinsam;44336261]I am fairly certain that Valve explicitly stated that it's okay to release mods with assets from their games, as long as you don't try and sell them.
That being said, I do not think it is a good idea to use assets from L4D, because if you did you'd need to also have bought L4D (for an hl2 mod lol) which would be a bummer.[/QUOTE]
The Cinematic Mod (But why...?) apparently uses some models from L4D, mostly the dead bodies. The Special Infected's models are also there, but aren't used...
[QUOTE=MaxOfS2D;44337426]Guys. Stop fucking overthinking small props and move on to other ones.
[editline]24th March 2014[/editline]
No one is going to ever stare at a small prop for more than 3 seconds as it was already said above. You don't need to make it extremely polished: you're making a game asset, not a portfolio piece.[/QUOTE]
I would.
Having played HL2 so many times in which I spend hours looking at props and environments just for fun.
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