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Thread: Been Messing with Source SDK

  1. Registered TeamPlayer
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    #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

  2. Registered TeamPlayer Panic's Avatar
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    Been Messing with Source SDK
    #2

    Re: Been Messing with Source SDK

    your ground texture seems to be a weird size, looks like some n64 graphics


    firework needs help with textures, take a look at his thread if you can

  3. Administrator Bunni's Avatar
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    Steam ID: bunni Bunni's Originid: Dr_Bunni
    #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
    _________________________________________________
    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
    _________________________________________________
    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.
    Quote Originally Posted by Bunni
    ive started them from the basics to well i got board and make a intermediate one, ill work my way up to advanced and expert later...
    but for now heres what ive got ill edit this post as the uploads finish:

    TheBasics-Introduction
    TheBasics-Textureing-Carving -waiting for upload
    TheBasics-Lighting
    TheBasics-triggers -waiting for upload
    Intermediate-AppliedIO
    Intermediate-Custom textures - waiting for converson
    Intermediate- Another look at Entities - waiting for recording
    Intermediate- Packing up custom files - waiting for recording
    Intermediate- Compiling types - waiting for recording
    Expert - Another Look at entities - waiting for recording
    Expert - Realistic lighting - waiting for recording
    Wtf is going on- Another look at entities and custom i/o functions/and user outs. - waiting for recording

    IF you want to see a tutorial done PLEASE LET ME KNOW!!!!

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