There is a thin line between bleak and boring.
Take a look at how the buildings in pripyat correspond each-other, donāt just slap some russian building in there by random. Why is there a lonely apartment block building there by itself, etc.
For anyone interested in the images, take the ā.thā out of the file names to view the full size version rather than the thumbnail. And thereās an anomalous ā]ā at the end of the last image
I know man. I tried to fix this but. but.
This map is for multiplayer and I couldnāt use optimization tools like in singleplayer, because they donāt work⦠blame source.
I donāt expect to see if someone playing this map in multiplayerā¦
created just to for lil funā¦
Ye I know man, critics makes things better, but if creator wants to.
Iām just making fun Iām not offended in any way. + this map is past.
I could explain all thing why my map look like it is now
(bad lighting on some props, lag, some texture mistmatched blendingā¦) but it is long story.
If keep things simple it is because of source limits in earlier version of engine.
2009 tools works better, but still everything is limited, man.
Honestly, you should either have fog, OR have a skybox. However, when you have both, it just looks weird how buildings turn to gray in front of an orange and purple sky.
If youāre going for heavy fog, then donāt have an actual skybox, but rather have the sky be more or less the same color as the fog (since the sky, theoretically, is being obscured by the same vapor that is obscuring objects as you move away from them).
If youāre just going for the natural haze you see over greatly distant objects, then make it be the same color as the sky, and ONLY start to become noticeable as you get REALLY far away from something.
I understand.
but, it is āopenā map + there is building and giant antenna from witch you can see far, so I added heavy fog to hide real world and 3d skybox fake world differences. And more, as default skybox 3d doesnāt uses nor fog nor fog blend dir and so on. so to make skybox and real world fog work together as one was pain in the ass. It concludes fog start and end counting + the beginning and end fog of fake world , and plus scale⦠it is just mess. I had to recompile map for tenths of time to get it right.
Then, I used different grass textures in 3d skybox to bypass displacements limits.There is even āfake grassā in the real world. Then, the world is wast so I had to use big brushes- there is limits for that too. and if make more but smaller then youāll reach another limits of source⦠then, it is impossible to put so many polygons in source engine on one map, and remember that this is multiplayer. as sample you can pick one white antenna part and it will be enough to break source limits, no bullshit. So to bypass poligons limits I converted heavy constructions to models, and that gave better performance. as for performance I used ocluder, brush to model, area portal, prop load distance, and āyour fogā. also I done trick by adding āmodel wallsā in map, because pc wonāt load anything in front of that wall. it wonāt happen with normal brush/detail ⦠skip and hint wonāt work in multi⦠then if you notice 9 or so flours building is orientated not straight. That will cause to reaching another source limits⦠I could talk for ages on this one. it took me 8 months. it may look not worth, but as for my self iām glad that I finished it. I care about of other opinion just a bit.
So what is done is done.
Fog color, yes you are right, unrealistic when sky is like that ;D
I made it kind of blue because it looks more āanomalyā to me. we talking about chernobyl, rightā¦
Iām not sure it really mattered, I couldnāt even tell what he was saying.
Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valveās Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.