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Thread: Been Messing with Source SDK
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08-18-08, 10:54 PM #1
Been Messing with Source SDK
Just picked it up over the weekend, Check out a few tutorials...
And this is what I have so far
[img width=700 height=525]http://i298.photobucket.com/albums/mm244/EvO_Spike/gw_map0003.jpg[/img]
Spawn Zone (Silver couch please turn brown!)
[img width=700 height=525]http://i298.photobucket.com/albums/mm244/EvO_Spike/gw_map0008.jpg[/img]
Spawn Zone HD Flat screen xD
[img width=700 height=525]http://i298.photobucket.com/albums/mm244/EvO_Spike/gw_map0009.jpg[/img]
Teleporter (Need to make it taller)
[img width=700 height=525]http://i298.photobucket.com/albums/mm244/EvO_Spike/gw_map0010.jpg[/img]
Turtle Flag! (Need to make more fence entities)
[img width=700 height=525]http://i298.photobucket.com/albums/mm244/EvO_Spike/gw_map0011.jpg[/img]
Just messing around with the textures and entities from Tides
[img width=700 height=525]http://i298.photobucket.com/albums/mm244/EvO_Spike/gw_map0012.jpg[/img]
Trying to get the stalls to work :/
Plan on making a TTP spawn zone for the custom map server... That is if it is good enough xD.
*Edit
If anyone knows what type of prop the stall needs to be to stand up straight and hold both the turtle/turtle hats that would be much appreciated
And suggestions are accepted (:
And lastly this not a finished map and still plan on adding more to it
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08-19-08, 01:04 PM #3
Re: Been Messing with Source SDK
The ground problem can be caused by a number of reasons, the most common are:
-User coverts brush into a displacement mesh.
-Texture scales are incorrect def is .25 for x and y
-Brush was converted to entity
-invalid texture; make sure the texture's path is not something like materials/models/*
Model textures use a different lighting system. Thus when you try and use a model's texture on a brush, lighting is not calc'ed
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The silver gleam on props is due to a lack of cube maps, be sure to have 1 for at least every 512 (i recommend 256 imo).
Those silver areas on the props are designated areas the modeler set to be reflective, and when there is no cubemap info, or the cubemap is in darkness (in this case the cubemap would take up a majority of dark gray), and thus the silver is whats reflected
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Another note on lighting:
Personally i do not add lighting untill, well... the lighting stage.
Basic Brush layout of map
Texturing
Lighting
Then detail
Lighting will increase compilation time dramatically.
If you just want to have lighting for a small map:
If its outdoors, have a light_environment + light + light_spot (i think... cant remember doing this from my head) youll prolly want a fogcontroller as well...
If its indoors use just light and spot...
btw if anyone is acctually looking at my tutorials and would like me to cover a specific area, tool, or finish one of the ones i posted eta for, please let me know. Ive worked with hammer (or world craft back in my day) for a little over 9 years now, so if you have a question or problem, i most likely have a answer and or know where to find one.Originally Posted by Bunni
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