The ThinkingWithPortals Map Showcasing Thread

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Sejievan
232 Posts
Posted Dec 19, 2013
Replied 2 hours later

laakkone wrote:
This map is about to be finished, so heres some screenies before I fall asleep. :snooze:

=PICS=

Can't wait to play this :biggrin:

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DaMaGepy
361 Posts
Posted Dec 20, 2013
Replied 1 hour later
img
img
Trying to tweak my water to be perfect:
img
You will never go underwater, but still...
img
btw why the water pushes me to a direction underwater?
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laakkone
47 Posts
Posted Dec 20, 2013
Replied 12 minutes later

Arachnaphob wrote:
Amazing! I really like the lighting. In the first picture did you use an effect after the screenshot or did you do some fancy effects in game. I can never get lighting to look like that. (Even with HDR)

All things that happen in screenshots happens in game! I applied superduperslight warm color correction to it, so as long as you have that enabled, you'll be fine seeing that. :wink:

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Arachnaphob
412 Posts
Posted Dec 20, 2013
Replied 23 minutes later
Thank you! I have never actually used color correction before. I should look into it.

DaMaGepy wrote:
-Pics-

How do you do that? It's so amazing. I like how you can take textures and models that don't normally fit together, but make them work together perfectly. Also, nice water! Did you make it?

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DaMaGepy
361 Posts
Posted Dec 20, 2013
Replied 6 minutes later

Arachnaphob wrote:
Also, nice water! Did you make it?

Ye, tested at least 30 water, then tweaked one, reloaded hundred times to reach the perfect color, fog, refraction and watersurface movement. The underwater was harder, and I still not happy with the look, will tweak it more when I'll use larger and deeper water (will be unreachable, since I cat swin in portal2, got weird pushing water current)

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CamBen
973 Posts
Posted Dec 20, 2013
Replied 10 minutes later
I aspire to one day be able to map outdoor and destroyed chambers as well as DaMaGepy...
:notworthy:
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srs bsnss
552 Posts
Posted Dec 20, 2013
Replied 34 minutes later

yishbarr wrote:
I was asking about the image before that.

My one? In which case it's just a standard fog controller.

laakkone wrote:
This map is about to be finished, so heres some screenies before I fall asleep. :snooze:

Absolutely amazing work. I can't wait to play it, and examine every single detail :lol: I might have to experiment with color correction stuff if that's what it could look like

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Sejievan
232 Posts
Posted Dec 20, 2013
Replied 5 hours later

DaMaGepy wrote:
Arachnaphob wrote:

Also, nice water! Did you make it?

Ye, tested at least 30 water, then tweaked one, reloaded hundred times to reach the perfect color, fog, refraction and watersurface movement. The underwater was harder, and I still not happy with the look, will tweak it more when I'll use larger and deeper water (will be unreachable, since I cat swin in portal2, got weird pushing water current)

Yah this happens also with the standard Water/goo textures too, did anyone know why?? and awesome pics men, can you give me some advice on how to create outdoors spaces in P2? :biggrin:

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DaMaGepy
361 Posts
Posted Dec 20, 2013
Replied 3 hours later

Sejievan wrote:
Yah this happens also with the standard Water/goo textures too, did anyone know why?? and awesome pics men, can you give me some advice on how to create outdoors spaces in P2? :biggrin:

pick a good skybox from gamebanana, change to unlitgeneric, with vtfedit check clamp S and T. Just make big outdoor areas, maybe use diaplacement, grass (make a new .vmt for the official grass and blend grassdirt textures and add "%noportal" 1 since they are portalable, even if they are used on displacements. I may make a first youtube tutorial about how to make a cool displacement area in 3-4 minute...
Add an envvironmental light and a matching shadwcontroller, the sun's color is yellowish, u can steal the settings from my cubetraining map's source. Basically this is it :smile:

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tile
380 Posts
Posted Dec 20, 2013
Replied 36 minutes later

Lamarr wrote:
tile wrote:

CamBen wrote:

Your light model appears to be backwards and doesn't seem to light up the wall it's on. Other than that it looks fine to me.

it is inset into the wall and facing correctly. but, thanks. i'll try to light the wall up more. :smile:

No it's not it's rotated with the back facing the outside revealing the missing faces.

The flat little parts with no face are touching the wall, and the rounded part of the cage on that light is facing outward with the light tubes behind it. IT IS FACING THE RIGHT WAY. im not stupid.

EDIT:

laakkone wrote:
Something I've been working on. Please note there are no indicators yet.

img

img

img

Best lighting ever. :smile: :potd:

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CamBen
973 Posts
Posted Dec 20, 2013
Replied 7 hours later

tile wrote:
The flat little parts with no face are touching the wall, and the rounded part of the cage on that light is facing outward with the light tubes behind it. IT IS FACING THE RIGHT WAY. im not stupid.

tile wrote:
img

even if it is, that model still is made to stick out of the wall.

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Arachnaphob
412 Posts
Posted Dec 20, 2013
Replied 2 hours later
Yay for Color Correction!
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Ultiman9711
118 Posts
Posted Dec 20, 2013
Replied 3 minutes later

Arachnaphob wrote:

Wow! Those look good! Although, in the first picture, it appears you have a mis-alligned bts wall texture. Or is that just my imagination?

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Arachnaphob
412 Posts
Posted Dec 20, 2013
Replied 23 minutes later
I'm not seeing any. In the first picture do you mean the yellowish frame, because the destruction frame kind of obstructs its edge.
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Ultiman9711
118 Posts
Posted Dec 20, 2013
Replied 56 minutes later

Arachnaphob wrote:
I'm not seeing any. In the first picture do you mean the yellowish frame, because the destruction frame kind of obstructs its edge.

Below the test door, it appears that the yellow paneling cuts off around 2/3 of the way down. Everything else looks good, just that caught my eye. :thumbup:

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Arachnaphob
412 Posts
Posted Dec 20, 2013
Replied 8 minutes later
Thanks! The panel seems that way because of the shadow. I replaced that with a darker panel. No misaligned textures there!
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Dafflewoctor
415 Posts
Posted Dec 21, 2013
Replied 9 hours later
Hey, that color correction looks really nice. :smile:
Just a suggestion, though; in the BTS areas, the blue and sometimes red pillar textures are used.

Also I think you should use some of the pillar support models. :smile: Or maybe I'm just not seeing them.

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Arachnaphob
412 Posts
Posted Dec 21, 2013
Replied 4 hours later
Thanks for the suggestions! In the second picture, there's lots of blue pillars in the background. I do like the idea of orange pillars. I'll have to try that.

Also, Dr.ToasterWaffels, since this map has the puzzle you let us use for the lost tests, you can play the map before the lost tests is released! (If you want)

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Dafflewoctor
415 Posts
Posted Dec 21, 2013
Replied 4 hours later

Arachnaphob wrote:
Thanks for the suggestions! In the second picture, there's lots of blue pillars in the background. I do like the idea of orange pillars. I'll have to try that.

Also, Dr.ToasterWaffels, since this map has the puzzle you let us use for the lost tests, you can play the map before the lost tests is released! (If you want)

Oh, yes, I totally missed that. :lol: But I don't think the yellow pillars are typically used for BTS areas.
Also, I'd love to play the map. I would be willing to playtest other parts of the mod if you need it.

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Arachnaphob
412 Posts
Posted Dec 21, 2013
Replied 15 minutes later
Thanks! We will be needing play testers soon, too.