230 Results
I was initially thinking the same thing, but it's a clean texture. The design of the level is meant to be modern and contemporary so I thought the clean black wood would suit it.
Dosycool Level Design Reply
[IMG]http://i.imgur.com/BLkvB.jpg[/IMG] [IMG]http://i.imgur.com/6uo7O.jpg[/IMG] [IMG]http://i.imgur.com/Frj6M.jpg[/IMG] [IMG]http://i.imgur.com/M5LWi.jpg[/IMG] It's not much, but it's progress none-the-less.
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Yeah pretty much, needs a little more adjusting though.
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Here, if you can actually fucking see anything... [video=youtube;dto1Mk0Dh_8]http://www.youtube.com/watch?v=dto1Mk0Dh_8[/video]
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I just turned most of the foliage bushes and shrubs into the white style, was actually quite easy. [IMG]http://i.imgur.com/J12OT.jpg[/IMG] I can make a mini-tutorial if you want.
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[URL="http://www.facepunch.com/forums/254"]Requests[/URL]
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Well if the foliage is a model then it should have a material. You just have to find where it is, and modify it.
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You know how to make materials, I'm sure it's not hard to edit the foliage's material to white.
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Some light_spot entities with the same colour as the light_environment, or maybe have some light_spots on the side of the building lighting the area. Also if I recall correctly, all of the foliage in Mirror's Edge was white.
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Of course, I have to take into consideration that rather large people exist! *Quickly, think of something* Uhhh... it's to spread deadly neurotoxins throughout the building V:v:V
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If you're referring to the width, they probably look stretched from the FOV. [IMG]http://i.imgur.com/W08Fx.jpg[/IMG]
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[QUOTE=jeimizu;34507413]Can't twister make domes?[/QUOTE] Yes, but they seem to become corrupted after saving then reloading the map.
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Continued work in progress on [URL="http://www.facepunch.com/threads/1146001"]City Freerun[/URL] [IMG]http://i.imgur.com/27lGh.jpg[/IMG] [IMG]http://i.imgur.com/PDiRW.jpg[/IMG] [IMG]http://i.imgur.com/GafjP.jpg[/IMG]
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Brighter! [B]Brighter![/B]
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So many giant titles :pwn:
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[QUOTE=Varachack;34470860]Things I noticed: STUFF[/QUOTE] You'd be a great game tester.
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Dear god, my fucking ears...
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Maybe make them out of brushwork then func_detail/propper them.
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Will you at some stage have lights along those walkways?
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Unexpected great news!
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[QUOTE=sphinxa279;34257840]Nice image of a chav on his way to the job center to sign on and recieve my tax money, ala IronPhoenix.[/QUOTE] *cough*[URL="http://www.imdb.com/title/tt0289043/"]28 Days Later[/URL]*cough*
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Tell me people, what would you like to see? [thumb]http://i.imgur.com/5IMhN.jpg[/thumb] (Thumb'd) I like the idea of a cave city like Zion from The Matrix. Pity I fucking [URL="http://i.imgur.com/cabGw.jpg"]suck[/URL] with displacements...
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Looking great so far, may I ask what happened to rp_terminal?
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Ok, maybe Melbourne is a bit too big... [IMG]http://i.imgur.com/vzMaY.jpg[/IMG] By the way, there's an info_player_start in the 3d view represented by a couple pixels... [sp]and that's not even full scale[/sp] [editline]NoW[/editline] Maybe I can do this. [thumb]http://i.im...
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I'm considering participating... Possibly the city I live in, Melbourne: [IMG]http://www.noholidaynolife.com/wp-content/uploads/2010/04/melbourne.jpg[/IMG] Also, I'm willing to give the winner a copy of Mirror's Edge on Steam.
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I had this problem with one of my maps. The only way I got it to work was compiling the map using [URL="http://qsextreme.com/vbct/"]VBCT[/URL] with LDR unticked and HDR ticked. [img]http://i.imgur.com/c05ry.jpg[/img]
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Is it a Decepticon or Autobot? :v: On a more serious note, the front wooden door does not fit with the rest of the [i]smart[/i] house. I like the contemporary design and I'm assuming that those windows will be transparent when you've done the interior! There's not that much ...
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[QUOTE=ZestyLemons;33814684]It's a bit dark in there.[/QUOTE] Indeed it is, I'm currently working on the lighting! [QUOTE=Saber-6;33820694]Is the mod itself offering anything new with how the player is controlled? Player movement in HL2 is extremely stiff. On that note, nice...
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More work in progress! [img]http://i.imgur.com/KB7zk.jpg[/img] [img]http://i.imgur.com/s6J2v.jpg[/img] [img]http://i.imgur.com/UfOCB.jpg[/img] [img]http://i.imgur.com/eqN5o.jpg[/img]
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The folders are already created, everything is where it was when I use to use the old version of propper (before the Source SDK Update). Thanks anyway! [QUOTE=element_boy6522;33717920]You could try to compile your prop to your documents instead of directly on the harddrive, ...
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Propper Compile Problems
Dosycool Modelling Thread
Hey there, I've just recently set up the newest version of Propper. I'm using the Source Engine 2009 - HL2: Episode 2. And this is what happens every-time I try to compile the model. [IMG]http://i.imgur.com/SYIaG.jpg[/IMG] Compile log: [Code] ** Executing... ** Command: propp...
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[QUOTE=Civil;33656468]the skid marks on the street, those behind the car model.[/QUOTE] Ah, very nice!
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[QUOTE=Civil;33656421]My first decal: *Image*[/QUOTE] Where?
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[QUOTE=IronPhoenix;33652760]If you don't only select the top face, it does that.[/QUOTE] Something I didn't know, thanks. [img]http://gifsoup.com/webroot/animatedgifs/204031_o.gif[/img]
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It looks like he has done that, to me it seems like a lighting problem, not geometry. Take a look at the edges/border of the displacements, they're straight and aligned. The weird shadow makes it seem as if each square is beveled.
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I'm not sure if this will fix it, but it's worth a try. Select all of the surfaces in the Face Edit Sheet tool, then click on Smoothing Groups and choose a number. [img]http://i.imgur.com/qKPpm.jpg[/img]
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No problem, glad I could help. I thought that might have been the case with the control_lever01.
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The model in the first screenshot has a separate model for the lever: props_wasteland\panel_leverhandle001a.mdl I guess you could use it as a prop_door_rotating that rotates on the X axis (Hardware Type: Lever), then place an invisible box in front if it, make it a func_button...
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[QUOTE=NotExactly;33640424]I was thinking they were probably cloths or something too, but the weird shapes of the ones at the back were throwing me off.[/QUOTE] Yeah they are pretty odd looking shapes...
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Seems quite small but nice none-the-less. Is the backstage accessible? [QUOTE=NotExactly;33639743]What are the blue things on the walls and ceiling? Why are some of them a weird shape?[/QUOTE] They look like extra details, possibly trying to imitate a cloth material (explains...
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More detail would add to more of an immersive experience and for that reason and not that reason only, Necro, I choose you!
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Oh god what have I done...
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[QUOTE=Mr Anonymous;33627624]What did you set it as?[/QUOTE] Added a pic to the post.
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[QUOTE=Mr Anonymous;33627217]Alright, just need to save up $10.[/QUOTE] I've done it for you :wink: [img]http://i.imgur.com/efPh9.jpg[/img] [img]http://i.imgur.com/nfN7e.jpg[/img]
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[QUOTE=Hostel;33627122]I was pleasantly surprised by this thread. I was expecting something really awful.[/QUOTE] Thank you! I guess people don't expect much from maps using mostly dev styled textures.
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Very good for a first map, much better than some of the other first releases around here. I look forward to seeing more stuff from you!
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[QUOTE=cwook;33622085][img_thumb]http://i.imgur.com/X7bmn.jpg[/img_thumb] Love this one[/QUOTE] Did I mention that [sp]the bridge collapses as you try to cross it (You gotta be quick).[/sp]
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Oh how I wish for a sequel to the most beautiful game I have ever played... Thanks for the opinions guys, Hiyougami is pretty godly with textures and lighting and he's going to spread his magic dust over the maps. [QUOTE=Yadda;33618741]However, I think the textures need som...
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There are some cubemaps, not so much normalmaps however. Thanks!
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City Freerun: I'd like your opinions!
Dosycool Level Design Thread
Hey guys, I haven't posted here for quite some time. Some of you might remember [url=http://www.facepunch.com/threads/741507]Gm_City_Freerun[/url] from about 2 years ago, followed by Gm_City_Freerun_2 (the thread disappeared). Then I decided to work on a mod with the same sty...
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I'll try these suggestions out, thanks!
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Making a repeating train.
Dosycool Level Design Thread
Hey guys, I have been working on an underground train station for my mod recently and I need to know how to make two trains go past the station every few seconds like in Mirror's Edge. Heres a picture of the train station: Warning: The image is 5760 x 1080 [img_thumb]http...
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Hiyougami is making some sort of mod to turn the first Portal into the 'Portal 2 style': [media]http://www.youtube.com/watch?v=krlsHF-bLgI[/media] [media]http://www.youtube.com/watch?v=BBlNyw-bTbU[/media] There's more videos on his channel. shit, I didn't read all of the post...
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I was just wondering if anybody does the same thing that I do to save time with nodraw optimizing: Create the brushes with the nodraw texture first, then afterwards apply the textures to the brushes. Like this staircase for example: [IMG]http://i672.photobucket.com/albums/vv...
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[QUOTE=~ZOMG;23272810]We should! [editline]12:41PM[/editline] How...?[/QUOTE] Make 64x64 sized versions of all of the textures... ... or even 32x32 :ohdear:
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"d3vine rp.bsp" I see a space between d3vine and rp.
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[QUOTE=Lord Ned;23183536]Guess where those files normally come from? :downs:[/QUOTE] I know they come from UT3, but you don't need UT3 because the necessary files have been uploaded.
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[QUOTE=Aurora93;23178683]Actually, you can, but it requires you having to own UT3. [media]http://www.youtube.com/watch?v=pUpQ3AAVsHk[/media] [media]http://www.youtube.com/watch?v=WHGB63o-yXE&feature=related[/media] [media]http://www.youtube.com/watch?v=W0gjOnIlzJ0&feature=rel...
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I would just like to point out that the mill is turning in the wrong direction....
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Blocky and Fullbright. Add some lights and a light_environment. Needs WAY more detail, better texturing (Try setting the texture scale down so they're not so blurry) and just because the grids on hammer are square doesn't mean everything has to be square or rectangular :) Oh,...
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No pics no clicks
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Looks pretty cool. But 14 hours to compile that! Have you optimized it at all?
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Maybe try going into the console (by pressing the button above TAB next to 1) and type "sv_cheats 1" (without the "") and then press enter, then type "impulse 101" and enter. It should give you all weapons.
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[QUOTE=Gmod Person;21706221]Noooooooooooooooooooooooooooooooooooooooo! Why do people stop posting![/QUOTE] Why did you have to bump this?... Edit: Just in case anyone is wondering, Gm_City_Freerun_V2 is here: [url]http://www.garrysmod.org/downloads/?a=view&id=72107[/url] For...
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It worked perfect. Thank you so much!
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You should try and make the wires coming from the generator run along the ground, or make them hang a bit lower.
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[QUOTE=TheDecryptor;17628727]It could be much more useful if the implementation was fixed up, simply stopping it from generating micro-brushes would be a start. But then again, if it worked well, you'd have to do this by hand. ***PICTURE***[/QUOTE] Can you count the amount ...
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[QUOTE=_axe_;17599310]I simply did not use a skybox, because I was planning to make pictures from diffrent angles, and merging them in one picture.. With the background beeing black it was very simple to manage. If I had a sky, it would look all weird..[/QUOTE] Thanks fo...
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yeah, definitely take your time...
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Maybe try this: [URL]http://www.halfwit-2.com/?page=tutorials&id=164[/URL]
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Nice! The one thing I don't like, is the industrial fridge in the kitchen. Apart from that, awesome job.
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Definitely Hazrd24, it's fun and looks awesome!
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[QUOTE=Karmah;17347524]How many times does facepunch tell people to not release their first map?[/QUOTE] Not enough.
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Maybe try make it a prop_dynamic_override.
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Nice
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[u]Maybe[/u] this is what you're looking for... [url]http://www.garrysmod.org/downloads/?a=view&id=38754[/url]
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[QUOTE=esrande;17297559]You guys are going to KILL me, but... Making custom textures and adding them into Hammer for Source, starring 3kliksphilip Part 1 [media]http://www.youtube.com/watch?v=PbEGj8kCLx4&feature=channel_page[/media] Part 2 [media]http://www.youtube.co...
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[QUOTE=TheXeon;17281250]god damnit this guy joined a few days/weeks ago and i havn't [B]not[/B] seen him.[/QUOTE] He reminds me of you. You're [b]everywhere[/b] I go...
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[QUOTE=metallics;17192226]that would look like rain though rather than a single water drip. an info_particle_system is what you need. [url]http://developer.valvesoftware.com/wiki/Info_particle_system[/url][/QUOTE] That would look much better.
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THANK YOU for bumping this, it's fucking awesome.
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Maybe use a func_precipitation. With the Precipitation Type "Rain" If you don't know how to make one, create a brush where you want the water to drip and press ctrl+t and make it a func_precipitation and mess around with the values.
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[QUOTE=robmaister12;17191664]are you sure you are not using a model texture?[/QUOTE] Yeah
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Sometimes when I get leaks, parts of my map if not all of it, go completely dark even though there are lights. So you might have a leak.
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Looks great so far, I wish I could help but I'm busy mapping for my mod :(
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[QUOTE=hiyougami;17154268]I'm not sure, though it's more likely to evolve into a series. I was thinking of being evil and decompiling your maps and seeing how they look with my textures xO but that would stay within my computer. Your maps have their own style, the dev texture...
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In the Toggle texture application tool (Face Edit Sheet), find the texture you want and apply it to the curved road by holding alt and right click on the road. It should automatically align it. Hope that helps.
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I think it sounds good :) Would it just be one map or a series of maps? And btw, I was thinking of re-texturing my City Freerun maps with proper real textures (not dev), but I think I don't think I will now. It would be too much like your maps :/
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That would be awesome...
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YAY, I'm looking forward to this!
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[QUOTE=hiyougami;17043888]That looks epic :D I just hope that those brick textures are bumpmapped :/[/QUOTE] They are, and it looks awesome!
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[QUOTE=ddrl46;17043366]Needs more decals and detail props.[/QUOTE] Completely agree, you should have some pipes running along the roof or walls.
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Fun as hell to play on deathmatch, Awesome for your first map!
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[QUOTE=live4u120;17017581]Well those are good suggestions, but I'm trying to make it a realistic looking map. Elevator seems a bit out of question, and metal might be a little weird. Glass maybe, but perhaps I need just a brighter wood texture that contrasts better with the br...
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The interior looks really nice but you definitely need to work on the outside. Maybe make it look more modern. Those stairs out the front look weird, make them look nicer like with a metal or cool glass textures or even replace them with an elevator. Good work so far :)
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Just thought you'd want to know, someone has decompiled your map and has put it on Garrysmod.org and Facepunch Releases: [url]http://www.facepunch.com/showthread.php?t=801418[/url] [url]http://www.garrysmod.org/downloads/?a=view&id=77451[/url] Black Pizza Van?
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Looking really good, but you still haven't made the steps bigger (I'm sure you'll do it eventually). P.S. That room in the screenshot is awesome...
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[QUOTE=selby3962;16897868]/faceacid It's nasty, plain and simple.[/QUOTE] /faceblender with acid in it...
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