The ThinkingWithPortals Map Showcasing Thread
Sprowl wrote:
Sure, place a table right in front of the door next to the sign that says not to do that. Because f*ck the system.
Welcome to Aperture.
LoneWolf2056 wrote:
This looks awesome, very detailed
Thanks! Hope you enjoy the mod.
reepblue wrote:
My Beta pack is almost ready for shipment.
Looks familiar! ![]()
The acid looks awesome! 
reepblue wrote:
My Beta pack is almost ready for shipment.
Dat toxic texture.
http://youtu.be/LIKceQQE6nE
click for pics

The main chamber

Ditto

Ditto

A better look at the skybox through the roof of the secondary chamber

Some of the skybox without the roof in the way

The actual skybox area
srs bsnss wrote:
Here are a few screens of one of my co-op maps, complete with 3D skybox. I still need to fix up a couple of things, but for the most part I'm liking how it looks. Thoughts?
[snip]
It looks awesome!
Other than the stretched fizzlers.
RectorRocks wrote:
It looks awesome!Other than the stretched fizzlers.
Stretched fizzlers? Where? The laser field looks a bit odd, I'll admit, but I can't see anything with the fizzlers.
srs bsnss wrote:
RectorRocks wrote:It looks awesome!
Other than the stretched fizzlers.
Stretched fizzlers? Where? The laser field looks a bit odd, I'll admit, but I can't see anything with the fizzlers.
The fizzler's "emitter light" is stretched in the first and second picture. Did you just Fit effects/fizzler for the fizzler field?
RectorRocks wrote:
srs bsnss wrote:RectorRocks wrote:
It looks awesome!
Other than the stretched fizzlers.
Stretched fizzlers? Where? The laser field looks a bit odd, I'll admit, but I can't see anything with the fizzlers.
The fizzler's "emitter light" is stretched in the first and second picture. Did you just Fit effects/fizzler for the fizzler field?
I split it up into 3 brushes: the left brush (64 units) the right brush (64 units) and the center brush (total width - 128 units). Those 3 use "fizzler_l", "fizzler_r" and "fizzler_center" respectively. The left and right brushes were justified to their respective sides using the texture alignment tool, and the texture scale was changed to 0.125, a la VDC. I think the texture scale could be blamed for why it looks like that.
srs bsnss wrote:
I split it up into 3 brushes: the left brush (64 units) the right brush (64 units) and the center brush (total width - 128 units). Those 3 use "fizzler_l", "fizzler_r" and "fizzler_center" respectively. The left and right brushes were justified to their respective sides using the texture alignment tool, and the texture scale was changed to 0.125, a la VDC. I think the texture scale could be blamed for why it looks like that.
Ah, I see. No wonder it looks stretched. I thought fizzler_l & fizzler_r was supposed to be 0.25? For proper fizzlers.
RectorRocks wrote:
srs bsnss wrote:I split it up into 3 brushes: the left brush (64 units) the right brush (64 units) and the center brush (total width - 128 units). Those 3 use "fizzler_l", "fizzler_r" and "fizzler_center" respectively. The left and right brushes were justified to their respective sides using the texture alignment tool, and the texture scale was changed to 0.125, a la VDC. I think the texture scale could be blamed for why it looks like that.
Ah, I see. No wonder it looks stretched. I thought fizzler_l & fizzler_r was supposed to be 0.25? For proper fizzlers.
I looked into some decompiled Valve maps, and they use 0.06 for the Y-axis and 0.13 for the X-axis on the sides and varying values for the center. So I think what Valve do is fit the textures separately to each face.
srs bsnss wrote:
RectorRocks wrote:srs bsnss wrote:
I split it up into 3 brushes: the left brush (64 units) the right brush (64 units) and the center brush (total width - 128 units). Those 3 use "fizzler_l", "fizzler_r" and "fizzler_center" respectively. The left and right brushes were justified to their respective sides using the texture alignment tool, and the texture scale was changed to 0.125, a la VDC. I think the texture scale could be blamed for why it looks like that.
Ah, I see. No wonder it looks stretched. I thought fizzler_l & fizzler_r was supposed to be 0.25? For proper fizzlers.
I looked into some decompiled Valve maps, and they use 0.06 for the Y-axis and 0.13 for the X-axis on the sides and varying values for the center. So I think what Valve do is fit the textures separately to each face.
cut off 64 units on each side; put the left and right accordingly and the center in the center then fit 'em all!
yishbarr wrote:
Is the fog from the global ents?
Nope. For this map pack, instead of messing around with fog controllers and tweaking the global ents so that the fog wasn't too thick or thin, I designed a custom 'global_ents.vmf' that has different settings for each map.
This one is called "environment_bridge". The fog colour is "9 87 206", the Start is 500 and the End is 4000.
The 3D skybox uses something a little different though: the colour is "0 64 128", the Start is 200 and the End is 4000
Not quite happy with this one yet... any suggestions? (other than making it a bit less bright)
.