[UPDATE 21 MAR 2011] Infantry ramp design for the cliffs [UPDATE 20 MAR 2011] Trying out different cliff styles and textures [UPDATE 22 FEB 2011] Finished up my colorcorrection lightning.
I like the stair models. One thing i would do though is break it up into pieces, the stairs, the landings, maybe the rails with the landings. If we had metal stairs like that which would stack with eachother, it might really help.
........ :eek: nice moody feeling map Juice, you couldn't go wrong filling the entire grid with that awesome stuff :D
its probably gonna be a bitch filling a large part of the grid with detailed urban stuff, tell us if you think anyone could help by making building prefabs and stuff
I already got 1/4 of the grid filled with urban stuff, I just did not upload new screenshots yet. So I need about 1/4 more, and the rest will be desert/wasteland. Question: To break the map up a bit, I want to build something like a tank barrier. Should this be a dry river (mvalley style)? Or something else? What do you think?
Well.. if its urban... why not a park with a forest? You can add in all the other ... park things too like... duno.. a slide and that spiny thing 5-6 kids get on. Three or four of thoes springy bouncy things for kids to sit on. Ofc a park with a forest is gana need a jog trail too. When I say forest I mean a forest not like 2-3 trees thick and a jeep and apcs can get through by fidling between the trees a bit. Since its a wasteland dead trees will be fine.
Make sure they work though. Make them mountable like vehicles. Make the spinning thing throw people off after a certain velocity. Make the slide... Slide. If you are going to stick a park in this, make it functional :D
I made them with Propper. It's for lazy people like you and me, that don't want to model outside hammer.
lol check your links before you post them, you missed an r in the end ... http://developer.valvesoftware.com/wiki/Propper
im quite sure blizzerd knew it anyway, it was just for those who didnt know oh btw, is there any gain from using propper other then if you hit brush limit? lighting is not so awesome on props (or am i doing it wrong?)
does lightmap scale transfer to propper models? you might just change the lightmap value if so, or make the prop 8 times larger than you want it and have it scale down when you compile it with propper.
Lightmap scale has nothing to do with props, propper or otherwise. The brush limit is high enough not to be a serious problem. The brush entity limit, on the other hand... A few more reasons: Very small brushes and brushes at odd angles don't store very well in .vmf format, and a propper model may handle itself better under those circumstances since you can start with a large, unoriented form of the prop-to-be and shrink it down to size. The lighting may not be awesome on props, but the lighting on props can update as a prop moves, which is good for physics and dynamic props, whereas the light on brush entities is never updated. Also, some people have issues with t-junctions that could be resolved by using props instead of func_details.