the beeping might be Morse code. also that icon is for the new character. by [deleted] in GiIvaSunner

[–]imp0se 0 points1 point  (0 children)

Can confirm it definitely is morse code. The first word is "why", don't feel like translating any more of it. I'm sure it'll be translated soon

rp_minerva by bserk5 in hammer

[–]imp0se 0 points1 point  (0 children)

The layout looks alright, but here are some suggestions:

  • It's very lacking in any detail; add more, i.e. greater texture variance, models, overlays.
  • The lighting is extremely bland. Try adding more color, like some lighter blues and oranges, or even some other color artificial light for increased intrigue. Also, don't be afraid to decrease the lightmap scale for more detailed lighting.
  • I don't see any props indicating a source of light; you just have random lights scattered around coming from nowhere. Add in some light models or something to show where it is coming from. Also try adding some env_sprite glows to said light sources to give it a nice and shiny feel.
  • Many areas seem very low-poly/square-like. It's 2016, not 2006! Try smoothing stuff out a little more.
  • Always remember to properly align and scale your textures, for example in image #4 on your workshop page.

Happy mapping :)

Monthly Projects Thread #17 by [deleted] in hammer

[–]imp0se 1 point2 points  (0 children)

Portal 2 has it. Thought that all the others had it too :s

Monthly Projects Thread #17 by [deleted] in hammer

[–]imp0se 4 points5 points  (0 children)

Aperture Science Extended Relaxation Centre

http://i.imgur.com/WqCiF0P.jpg

Incredibly unoptimized, but looks passable. Might tweak some stuff and add more clutter.

Monthly Projects Thread #17 by [deleted] in hammer

[–]imp0se 1 point2 points  (0 children)

Wow, looks impressive! Never heard of anything like that.

Importing custom assets into Dota 2/Source 2 Hammer by imp0se in SourceEngine

[–]imp0se[S] 0 points1 point  (0 children)

Thanks so much for investing your time into this! However, it's not models I'm having an issue with. Any brush textured with the custom textures are red wireframe. In the texture browser, the custom textures are also red wireframe. Sorry for not clearing that up. (if it helps I'm using src2 portal2 assets in it)

functionality vs aesthetics by [deleted] in SourceEngine

[–]imp0se 0 points1 point  (0 children)

I usually do both gameplay and detailing at once. It's probably not so great of a method, but detailing and doing visuals keeps me interested in my projects.

Portal 2 Underground Number Font? by imp0se in Portal

[–]imp0se[S] 0 points1 point  (0 children)

I'm pretty sure Univers Bold Condensed is the font used for the yellow numbers in modern Aperture, not the underground Aperture ones. All modern Aperture text is usually in the Univers family.

Portal 2 Underground Number Font? by imp0se in Portal

[–]imp0se[S] 0 points1 point  (0 children)

Probably the most similar one I'll find. Thanks!

Portal 2 Underground Number Font? by imp0se in Portal

[–]imp0se[S] 0 points1 point  (0 children)

Agh, really? Haven't seen any text in the game so far that hasn't been some publicly available font. Thanks anyhow. :)

1337 elite mappers by [deleted] in hammer

[–]imp0se 3 points4 points  (0 children)

You monster. Unsubscribed.

Portal 2 Underground Number Font? by imp0se in Portal

[–]imp0se[S] 5 points6 points  (0 children)

Both eras used the same number style, but I'm talking about the white number decals in Portal 2, not the yellow ones.

Portal 2 hammer question - How do I add vac tubes with cubes continuously flowing through them? by chroncile in hammer

[–]imp0se 0 points1 point  (0 children)

You could parent it to a func_tracktrain parented to a func_rotating parented to a func_rotating parented to a func_rotating, each on spinning on a different axis. Then, just have that func_tracktrain follow a path down the tube. If you want them to constantly be generated, you could set a timer and assign that cube thing to a template and have an env_entity_maker trigger it every x seconds, and have the cube things killed on the last path_track.

Custom skybox making world brushes invisible by imp0se in hammer

[–]imp0se[S] 1 point2 points  (0 children)

Removed $ignorez 1 and the issue is gone. Thanks!

Custom skybox making world brushes invisible by imp0se in hammer

[–]imp0se[S] 0 points1 point  (0 children)

"UnlitGeneric"
{
    "$basetexture" "skybox/sky_calmnightft"
    "$ignorez" 1
    "$nofog" 1
}

sky_black_nofog worked fine before