Uragan Lex projects! Created 17 years ago2007-01-10 03:24:08 UTC by Lex4art Lex4art

Created 17 years ago2007-01-10 03:24:08 UTC by Lex4art Lex4art

Posted 17 years ago2007-01-10 03:24:08 UTC Post #209178
:nuts: so, why not? So, here some screenshots of my unfinished HL2 mod "Source Power":
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And some more unfinished screens:
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Story:
Year before i tried to make some maps for CS-Source, but ... its too hard to make ballanced map were good gameplay and view can co-exist. Or may be i want too many. So, at october 2006 i have idea of this mod - just abstract mapping, modelling & texturing, no fps limits for hardcore game. Target only one - make beautiful map or demostrate cool effect or feature. Demoreel-like mod. "Source Power" demonstrating all what source engine can give to mapper & modeler - or what i can :gigi: . First release (if i finish it) will contain only 1-2 maps - gallery of my photos, 2D-art and refract/reflect shaders and hints with them&cubemaps. Hope second map (huge forest) will show prop static power of source, but for now it not started.
Posted 17 years ago2007-01-10 09:07:26 UTC Post #209190
Screenies no worky
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-01-10 09:08:31 UTC Post #209191
They were up b4...
Posted 17 years ago2007-01-10 09:11:19 UTC Post #209193
projectb2.com times out for me.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-01-10 09:40:54 UTC Post #209195
i really like the clean look of the maps, and the sharp texturing. it makes me feel kinda calm :) (screens 2 & 3 especially)

oh, but before you do anything else, change that embarrassingly bad spelling mistake - it's "WELCOME", not "WELLCOME"
Penguinboy PenguinboyHaha, I died again!
Posted 17 years ago2007-01-10 12:05:15 UTC Post #209203
Lighting is pretty... weird. Too bright on some areas and good on others. For instance in this screenie, the top rim of the roof is really sharp and really bright, but the area directly below it is darker and more blurry. Same goes for the golden text - it just doesn't look right on that area. The 2nd screen feels horribly empty and bare too... very boxy.

The third screenie is my favourite... I like the idea of the white iron supports as decoration, but the textures of it are just boring... simple white all over. Needs more detail.
Posted 17 years ago2007-01-10 12:25:23 UTC Post #209205
Please change those trees. Way too bright and lack detail/depth.
Strider StriderTuned to a dead channel.
Posted 17 years ago2007-01-10 16:43:07 UTC Post #209231
Urbanebula - If you steel want to see, this may help - 1 2 3 4 5 6 7 8 - direct IP adress, no DNS resolving needed.

Penguinboy - thanks; "wellcome" will be fixed __''

ZombieLoffe, Strider - a lot of good advices. Hope a can make it!
Posted 17 years ago2007-01-12 07:44:29 UTC Post #209390
They work now !?
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-01-12 10:54:41 UTC Post #209416
Reminds me of Denver Airport
Posted 17 years ago2007-01-12 19:14:42 UTC Post #209465
Thery informative :o
Posted 17 years ago2007-03-19 14:42:57 UTC Post #216385
Here some WIP screens from cs_abscond_pro - my remake on original cs_abscond by kan3.

Don't comment weird square leafs on trees & bush, its just temporary:
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Posted 17 years ago2007-03-19 15:12:26 UTC Post #216391
Don't comment weird square leafs on trees & bush, its just temporary
The trees are ugly. :zonked:
idiot.
Penguinboy PenguinboyHaha, I died again!
Posted 17 years ago2007-03-19 15:48:38 UTC Post #216399
I like the little lamps, but I think there might be too many of them.
Posted 17 years ago2007-03-19 15:49:06 UTC Post #216400
Hmm... I like that marble texture, I think I will adopt the idea of making the lines white instead of black, looks much better that way. :)
Posted 17 years ago2007-03-19 17:02:47 UTC Post #216408
Kasperg - yes, now i see... i try to reduce concentration (looks like move them closer to bush is good idea). And fix displacement seams too...
Posted 17 years ago2007-03-26 09:36:19 UTC Post #217099
Hope today i finish cs_abscond_pro. Here a lot screenshots:
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It not so detailed, but minimum fps is realy high - same as standard cs_italy/cs_office.
Posted 17 years ago2007-03-26 11:02:28 UTC Post #217103
I like it, although the grey fog color doesn't seem to fit too well with that dark blue sky.
I see that the trees are your own models. Would you be interested in making a tree model (with lots of leaves) for my "definite Fallingwater" map? (you'd show up in the credits, and a lot of people will see the map).
Posted 17 years ago2007-03-26 12:24:55 UTC Post #217107
Oh, i forget about fog... thanks.

Thats standard hl2 trees/bushes, i just replace leafs & brunches textures on white + add some distortion & scaling to models (big trees was realy big for my small map; distortion helps each tree looks unique).

For now i have no free time (i need a job -> need make good portfolio and this map part of it)...hmmm... but good tree model can be good part of my demoreel... well, i try :). What trees needed?
Posted 17 years ago2007-03-26 13:01:37 UTC Post #217109
Well, my problem is that I want to make some really high-density foliage to sort of "hide" the building.
My released maps show Fallingwater in the fall season. It looks so much different in spring and summer:
http://people.vanderbilt.edu/~william.corbin/Fallingwater.jpg

I made some attemps using the old tree method (flat 2D surfaces) but they look wrong. Perhaps in combination with scaled models... The HL2 trees are fine, but I'd need them to have a much taller trunk and of course, lots of leaves.
Posted 17 years ago2007-03-26 13:54:46 UTC Post #217110
Fps will be lower then now(high polycount & many textures with opacity and all this reflecting in water), but if it dont cares - why not :biggrin:
Posted 17 years ago2007-03-26 13:57:54 UTC Post #217111
Oh, the water is no longer reflective, only refractive. The version I'm talking about would be only for looking around. The fps for the playable version are already very low! :D
Anyway, good luck with this map while you're at it.
Posted 17 years ago2007-04-07 16:59:07 UTC Post #218355
Finally (weee!) i finish cs_abscond_PRO - you can download it there (19mb). Screenshots:

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Posted 17 years ago2007-04-08 04:27:52 UTC Post #218377
Post it in the MV. :)
*downloads
Daubster DaubsterVault Dweller
Posted 16 years ago2007-08-11 01:30:56 UTC Post #231826
After summer depression i start moving brushes :combine:
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Posted 16 years ago2007-08-11 03:18:09 UTC Post #231827
/me downloads the map.
Posted 16 years ago2007-08-11 06:11:57 UTC Post #231831
Love the surreal theme. Lookin' good. :>
Daubster DaubsterVault Dweller
Posted 16 years ago2007-08-16 06:20:04 UTC Post #232241
Fantastic, I love the Gallery.
I love the beautiful Garden type maps too.
Posted 16 years ago2007-08-16 06:49:54 UTC Post #232242
^__^
Btw, in the galley most rulez Ghost Freemans's screenshots - http://projectd2.com/hl2screens/thumbnails.php?album=lastupby&uid=8 - unfortunatly he dont release his project, but hope someday he made it...
Posted 16 years ago2007-10-20 16:32:00 UTC Post #236726
Some shells with cubemap reflections:

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Posted 16 years ago2007-12-04 18:08:06 UTC Post #239890
I cant finish texturing of some models, so - you can use it anywere if you can polish it:
http://ProjectD2.com/2007/models.rar ~400 kb - mdl
http://ProjectD2.com/2007/materials.rar ~22 mb - textures to mdl
http://ProjectD2.com/2007/smd.rar ~220kb http://ProjectD2.com/2007/Scenes.rar - 1.5MB - XSI
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Posted 16 years ago2007-12-04 20:26:51 UTC Post #239900
Wow, that looks amazing. Is that in the OrangeBox version of the Source Engine?

And how did you get the real-time reflections on this floor surface? It looks awesome.
Posted 16 years ago2007-12-05 17:52:27 UTC Post #239977
RotatorSplint - thanks :). This is ep2 screens, but there no difference with older versions(no new shaders used), generic hl2 can looks same (but with HDR is better).

On screen you can see ghost.freeman-s map, not mine :D. How to make it - see this topic: http://www.hl2world.com/bbs/realtime-reflection-beta-vt45529.html
Posted 16 years ago2007-12-05 22:03:58 UTC Post #239999
Awesome, thanks
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