Aesthetic Showcase [Version 2]

Quote from BenVlodgi on January 16, 2013, 6:03 pmor look at the portal 2 design page
https://developer.valvesoftware.com/wik ... vel_Design
or look at the portal 2 design page
https://developer.valvesoftware.com/wik ... vel_Design
Quote from tile on January 16, 2013, 8:01 pmevr sinse my mod almost died not too long ago, im finding feedback in the strangest places...
evr sinse my mod almost died not too long ago, im finding feedback in the strangest places...
Quote from Another Bad Pun on January 16, 2013, 8:32 pmHere's how i usually do the areas under the pistons:
I create a pit underneath and cover it with a grate: https://dl.dropbox.com/u/59442409/portal2%202013-01-16%2018-17-37-97.png
(in this example the pit is a little too close, but you get the idea. try messing with the block light texture and putting it in the pit for cool shadow effects.)In some cases, I like to fill it up with goo: https://dl.dropbox.com/u/59442409/portal2%202013-01-16%2018-18-56-88.png
(I like to use reflective goo textures for this, like nature/toxicslime_a2_bridge_intro or the laser platform one. I also like using particle effects, like water_mist (look for it in the version you want in the particle list on the site ben posted.)Finally, I sometimes combine the two: https://dl.dropbox.com/u/59442409/portal2%202013-01-16%2018-21-16-74.png
So, yeah. Have fun! :3
Here's how i usually do the areas under the pistons:
I create a pit underneath and cover it with a grate: https://dl.dropbox.com/u/59442409/portal2%202013-01-16%2018-17-37-97.png
(in this example the pit is a little too close, but you get the idea. try messing with the block light texture and putting it in the pit for cool shadow effects.)
In some cases, I like to fill it up with goo: https://dl.dropbox.com/u/59442409/portal2%202013-01-16%2018-18-56-88.png
(I like to use reflective goo textures for this, like nature/toxicslime_a2_bridge_intro or the laser platform one. I also like using particle effects, like water_mist (look for it in the version you want in the particle list on the site ben posted.)
Finally, I sometimes combine the two: https://dl.dropbox.com/u/59442409/portal2%202013-01-16%2018-21-16-74.png
So, yeah. Have fun! :3
Quote from Pitkakorvaa on January 17, 2013, 8:25 am@ABP,
https://dl.dropbox.com/u/59442409/porta ... -56-88.png
Set "Render in fast reflections" to "Yes" on those pistons, and other bigger props(like dropper etc.) near the goo. It makes them reflect too and looks nicer.
Edit:
Don't forget about "tidelines" when having goo.On Mapping Showcase, Pitkakorvaa wrote:@RectorRocks, add "tideline" overlay over the pit where goo is, and compile it in HDR to get more darker color to goo, if you didn't know that yet. Also placing goo more deeper may make it look more nicer.
Theres picture if you misunderstood what I'm trying to say, lol.
http://www.verkkojohto.net/rkof/upload/tideline.jpg
@ABP,
https://dl.dropbox.com/u/59442409/porta ... -56-88.png
Set "Render in fast reflections" to "Yes" on those pistons, and other bigger props(like dropper etc.) near the goo. It makes them reflect too and looks nicer.
Edit:
Don't forget about "tidelines" when having goo.
Theres picture if you misunderstood what I'm trying to say, lol.
http://www.verkkojohto.net/rkof/upload/tideline.jpg

Quote from josepezdj on January 17, 2013, 9:05 amPitkakorvaa wrote:Set "Render in fast reflections" to "Yes" on those pistons, and other bigger props(like dropper etc.) near the goo. It makes them reflect too and looks nicer.I would even set "render in fast reflections" to YES those upper brushes on top of the pistons
I use to do so with ALL entities near the water places because you get more realistic reflections. I even hate that portals aren't reflected and you can see the reflected panels empty on the water's reflection...
I would even set "render in fast reflections" to YES those upper brushes on top of the pistons I use to do so with ALL entities near the water places because you get more realistic reflections. I even hate that portals aren't reflected and you can see the reflected panels empty on the water's reflection...
Quote from FelixGriffin on January 17, 2013, 4:37 pmYou can place two prop_portals and set the property there if you want them to be reflected. But it kills performance since the goo needs to reflect the whole world twice.
You can place two prop_portals and set the property there if you want them to be reflected. But it kills performance since the goo needs to reflect the whole world twice.

Quote from josepezdj on January 18, 2013, 3:08 amFelixGriffin wrote:You can place two prop_portals and set the property there if you want them to be reflected. But it kills performance since the goo needs to reflect the whole world twice.Yeah I guess, but way too much for only one of my sick manias
After that I might want the reflection of Chell while being funnel over the goo pit, and so on...
Yeah I guess, but way too much for only one of my sick manias After that I might want the reflection of Chell while being funnel over the goo pit, and so on...
Quote from FelixGriffin on January 18, 2013, 8:36 amI don't know if you could do that, but you could try ent_fire !player enabledrawinfastreflections. It would be way cheaper than the portals.
I don't know if you could do that, but you could try ent_fire !player enabledrawinfastreflections. It would be way cheaper than the portals.
Quote from Caden on February 1, 2013, 10:44 pmUPDATE!
All the past comment have been put into consideration, but now have nothing to do with the updated page.
UPDATE!
All the past comment have been put into consideration, but now have nothing to do with the updated page.
Quote from El Farmerino on February 3, 2013, 7:11 amLooking pretty nice, but there are a few issues:
- Some of the tiles seem to be half-black and half-white. Looks odd.
- There are lots of missing tiles, but hardly any debris on the floor or anything. Where did they all go?
- In both of these pictures some of the 'exposed' framework is actually in front of the wall, which looks weird to say the least.
http://www.moddb.com/mods/indestructible-core-intelligence/images/visual-enhancements-with-missing-walls#imagebox
http://www.moddb.com/mods/indestructible-core-intelligence/images/visual-enhancements-with-missing-walls1#imagebox- I'm not sure about how the walls jut out on the relaxation vault here:
http://www.moddb.com/mods/indestructibl ... 3#imagebox
I'd make them the same width as the window, or double glaze or something. At any rate, I'd try to get rid of the misaligned textures on the edges.
Looking pretty nice, but there are a few issues:
- Some of the tiles seem to be half-black and half-white. Looks odd.
- There are lots of missing tiles, but hardly any debris on the floor or anything. Where did they all go?
- In both of these pictures some of the 'exposed' framework is actually in front of the wall, which looks weird to say the least.
http://www.moddb.com/mods/indestructible-core-intelligence/images/visual-enhancements-with-missing-walls#imagebox
http://www.moddb.com/mods/indestructible-core-intelligence/images/visual-enhancements-with-missing-walls1#imagebox
- I'm not sure about how the walls jut out on the relaxation vault here:
http://www.moddb.com/mods/indestructibl ... 3#imagebox
I'd make them the same width as the window, or double glaze or something. At any rate, I'd try to get rid of the misaligned textures on the edges.
My maps: Double Bill / Jam / Oval Window / Gymnasium / Gymnasium Part 2 / Minimalism (collection) / Resolution
All feedback welcome!
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