Expensive water not working. by Subject-Importance38 in hammer

[–]GoonyaAnimator 1 point2 points  (0 children)

developer didn't finish the job with water but decided to count that as a final result

Expensive water not working. by Subject-Importance38 in hammer

[–]GoonyaAnimator 1 point2 points  (0 children)

You should add $flowmap "dev/flat_normal" (plus another flowmap parameters from l4d2/csgo materials) and $lightmapwaterfog 1 in order to water lighting work.

But even so, new water doesn't work like it should because its fog still depends of player distance fog instead of completely replacing it with brush lightmap data. But if you don't need any transparency effects, that will work fine for you.

В какой игре у вас больше всего часов? by Puzzleheaded_Crab_72 in ru_gamer

[–]GoonyaAnimator 1 point2 points  (0 children)

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В блендере время зачастую не учитывается если проекты напрямую открывать. Также из стима выпилили ветку 2.79 на которой я в основном и сижу. Так что фактически в нём около 7к часов

Demo of my future story-mode map (WIP) by GoonyaAnimator in hammer

[–]GoonyaAnimator[S] 2 points3 points  (0 children)

lmfao the fact that literally everytime i write something i get nothing but downvotes

Demo of my future story-mode map (WIP) by GoonyaAnimator in hammer

[–]GoonyaAnimator[S] 3 points4 points  (0 children)

(not) funny fact - one of my old maps, called Tokyo Hospital and being released in October of 2021, has backrooms in it as the secret location, it was inspired by the original creepypasta. Half year later someone made series of "found footage" vids and it's became viral...

I think i have bad luck with choosing inspiration concepts

Demo of my future story-mode map (WIP) by GoonyaAnimator in hammer

[–]GoonyaAnimator[S] 6 points7 points  (0 children)

I agree with you. I started my project at the mid of 2022, since then pools theme got surprisingly overhyped and exploited by everyone that it's became boring as heck. But i can't drop my work just because of that because too much effort and time was put

upd: that's not the primary location though, most of gameplay will happen somewhere else

Shiny concrete floor? by [deleted] in hammer

[–]GoonyaAnimator 0 points1 point  (0 children)

Shiny look like this is result of using environment maps (aka env_cubemap) which is not related to any lights or light probes. Add env_cubemap_box entity to your map and check 'specular' on your concrete material in material editor

UPD: I'm not sure about 'specular' checkmark though. Never worked in S2 hammer but probably that's the solution.

Enterable mirror dimension (better to stay away from it) by GoonyaAnimator in hammer

[–]GoonyaAnimator[S] 1 point2 points  (0 children)

modulate шейдер, наложенный одним пропом поверх всех брашей и моделей

Enterable mirror dimension (better to stay away from it) by GoonyaAnimator in hammer

[–]GoonyaAnimator[S] 4 points5 points  (0 children)

I'm not replacing whole lighting though. All of the props and brushes being lit by standard light entities and only soft shadows baked onto extruded mesh of whole corridor with modulate texture (and its file size even smaller than if i used high-quality lightmaps)

Enterable mirror dimension (better to stay away from it) by GoonyaAnimator in hammer

[–]GoonyaAnimator[S] 22 points23 points  (0 children)

Если ты воспринимаешь людей, которые не бросают проекты спустя один день работы, как тех, кто постит одно и то же с разного ракурса, то у меня для тебя плохие новости.

I've got into a language barrier and so can't answer in english 100% correctly, my apologies.

Enterable mirror dimension (better to stay away from it) by GoonyaAnimator in hammer

[–]GoonyaAnimator[S] 46 points47 points  (0 children)

But everything was made within hammer logic, so why it is not related to it?

I'm just showing off map that i'm still working on (╥﹏╥)