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gmr_ldt_huntscircuit


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#21 Showfur

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Posted 07 April 2014 - 13:58

More screenshots, this time with the added details of guardrails.

 

http://steamcommunit...s/?id=246759972

http://steamcommunit...s/?id=246759984

http://steamcommunit...s/?id=246759998

 

I couldn't find a static_prop that would be flexible enough to use, so I made my own via brushwork.


What, I don't think my handwriting can be done through typing, you know.

#22 Fox

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Posted 07 April 2014 - 14:09

very nice work so far, i like it! ;)



#23 Daniel

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Posted 07 April 2014 - 20:27

Looking great! :D



#24 microlander

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Posted 08 April 2014 - 00:05

Is it possible to get rid of all the dev textures? :P & Looks amazing Showfur! do 69 next haha



76561198084161294.png


#25 Pandaboy

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Posted 08 April 2014 - 03:56

since it's still in development it's not so strange it still has some developer textures ;p



#26 Showfur

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Posted 08 April 2014 - 17:19

Pretty much what Pandaboy said.  There are dev textures simply to help me map and place textures later.  There will not be dev textures once I finish.

 

I've decided what the first building shall be out of 4-5 others that will be more detailed than the rest!  (these will also serve as areas spectators can watch from via teleporting from one to the other):

 

http://steamcommunit...s/?id=247105899

 

No, it won't be a furry cafe.  x3

I just figured a hyper-caffeinated fox makes for a nice sign.

 

By the way, these more-detailed-than-other buildings will be optimized of course so they aren't always rendering the insides, just like the gas station on Triple Decker.


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What, I don't think my handwriting can be done through typing, you know.

#27 microlander

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Posted 08 April 2014 - 17:38

Maybe where the big walls are around track could be textured as towers and shops? :P 



76561198084161294.png


#28 Showfur

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Posted 09 April 2014 - 05:20

Update!

 

I've finished the cafe for now.  I'll add any minor details after finishing the other buildings and such.  It will be easier to decide what to place once I get everything close to being finished.

 

http://steamcommunit...s/?id=247275196

http://steamcommunit...s/?id=247275207

http://steamcommunit...s/?id=247275209

http://steamcommunit...s/?id=247275216

http://steamcommunit...s/?id=247275222

http://steamcommunit...s/?id=247275226

 

I wanted to use those large 'canvases' to break up any monotony inside.  Outside it is still pretty obvious to see texture tiling, but that will be fixed once I make the office above.

 

There will be teleporters behind the counter to the other spectatable buildings/spawn areas.

The first and second pic also show that the building DOES use areaportal windows for optimization.

Each building (including this one) will use a combination of a vehicle clip wall so jeeps can't get in/get stuck, a trigger to open the doors if it is walked into, doors that are non-solid in every way (the reason for the trigger to be used), and a trigger_kill to kill players attempting to walk/run out (jeeps can't touch this because of the vehicle clip wall).

 

And before I forget, I DID expand the spawn area:

 

http://steamcommunit...s/?id=247277875

 

Shanty/slum shacks and ramps will be added at some point!


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What, I don't think my handwriting can be done through typing, you know.

#29 Psycix

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Posted 09 April 2014 - 23:07

No words. Just keep it comin.

 

 

EDIT: Have you thought about smoothing the ramp transitions? Like, a lot.


LDT is LDT.


#30 Showfur

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Posted 10 April 2014 - 01:00

I'll go ahead and do that.  Also, an update about the glass (Pandaboy brought up a valid concern): Since it refracts, the glass needs to be stood in front of relatively close to view outside (still some distortion, but it isn't major as when viewed from further away).  I increased the texture scale for it from .25 to 1 so you can see through it better.


What, I don't think my handwriting can be done through typing, you know.

#31 Showfur

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Posted 12 April 2014 - 22:30

Updaaaate:

 

I took a couple days off to do other stuff (games).  I just got this done today, woooo overlays.

 

http://steamcommunit...s/?id=248507975

http://steamcommunit...s/?id=248508001

 

These next two you can see that I smoothed out the ramp transitions:

 

http://steamcommunit...s/?id=248508019

http://steamcommunit...s/?id=248508051


What, I don't think my handwriting can be done through typing, you know.

#32 Showfur

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Posted 17 April 2014 - 03:35

Another update.  Progress on the office complex building!

 

http://steamcommunit...s/?id=249987537

http://steamcommunit...s/?id=249987543

http://steamcommunit...s/?id=249987556

http://steamcommunit...s/?id=249987568

 

Only the top of this building is able to be accessed by spectators.  There are physics clip brushes to prevent jeeps from catching on the beams, so it feels like flat, solid wall.

 

Things to do still: Add lighting, cubicles, office stuff and features inside.

Experiment and see if I can make the window textures brighter so it doesn't actually get shadows (so it looks like there are lights on inside, maybe make the window textures a sort of glow texture).

Make the doorway, signage, and a couple other aesthetics (maybe a window cleaning gondola).

 

EDIT: I decided to instead brighten the shadows a bit, so the windows look nicer as well as shadowed areas in general not being so dark.

http://steamcommunit...s/?id=250057550


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What, I don't think my handwriting can be done through typing, you know.

#33 Daniel

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Posted 17 April 2014 - 20:14

Wow, very nice :D



#34 Domnomnom

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Posted 20 April 2014 - 20:35

I wasn't sure about the office building at first but you've somehow pulled it off again! Looking good :D

 

Also, furry cafe logo = furry cafe.


Oui oui chevaux

#35 Showfur

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Posted 21 April 2014 - 00:26

By that logic, then any logo with an animal of some sort is branded specifically towards furries.  :P

 

Anyways, progress will be very slow for a week or two.  I'm visiting my boyfriend starting next Sunday for about 2 weeks.


What, I don't think my handwriting can be done through typing, you know.

#36 elite

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Posted 25 April 2014 - 21:37

Map looks awesome, can't wait, this map is so tight for fast cars to race on, looks amazing aesthetically too!

#37 Showfur

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Posted 03 May 2014 - 18:30

More progress!  Only did a small bit, but just keeping this updated to let everyone know work is still being done on the map.

 

http://cloud-3.steam...ACFE7B83309999/

http://cloud-4.steam...085CB9B238BB70/

http://cloud-2.steam...52AD56361F30FD/


What, I don't think my handwriting can be done through typing, you know.

#38 Daniel

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Posted 03 May 2014 - 18:45

Where abouts are those pics taken from? :o



#39 Showfur

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Posted 03 May 2014 - 19:07

They are what will become the office spectator area.  I got out the basic brushwork as well as the details such as the elevator doors/stairwell door/maintenance door and details along with them.  The large brushwork will become special office workspaces/a small lounge/restrooms.  The main floor will be all the cubicles.


What, I don't think my handwriting can be done through typing, you know.

#40 elite

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Posted 03 May 2014 - 23:00

Is the map scoreboard going to be in this section or somewhere else on the map?




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