A semi-episodic short form single player experimental alt mod for HL2:Ep2 trying to bridge the gaping canyon between Tale of Tales and commercial game design.

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Media RSS Feed Report media Radiator 1-3, Much Madness - Dickinson residence (view original)
Radiator 1-3, Much Madness - Dickinson residence
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Gulp343 Dec 25 2009, 4:38am says:

impressive atmosphere!

+6 votes     reply to comment
nosfer4tu Dec 25 2009, 5:04am says:

Awesome! i cant wait :P

+2 votes     reply to comment
LPFreak Dec 25 2009, 5:29am says:

Looking good ;)

+1 vote     reply to comment
Flobulon Dec 25 2009, 9:18am says:

Nice - have you tried using some of the custom VRAD commands when you compile your map? It may get the effect you're after:


Anyway, I look forward to more!

+1 vote     reply to comment
chris_sloany Dec 25 2009, 11:30am says:

looks really cool!

+1 vote     reply to comment
l0p Dec 25 2009, 12:02pm says:

this radiator is warming me up with exitement

+2 votes     reply to comment
zonbie Dec 25 2009, 1:26pm replied:

HA! I get it.

+1 vote     reply to comment
Mischa_Silden Dec 25 2009, 12:26pm says:

Kinda green :/

+1 vote     reply to comment
AlekZanDer Dec 25 2009, 1:20pm says:

Like a dream.

+2 votes     reply to comment
Varsity Dec 25 2009, 3:50pm says:

Detail props would shadow correctly, and render faster to boot...

+1 vote     reply to comment
Radiatoryang Author
Radiatoryang Dec 25 2009, 5:57pm replied:

I think the area is too big for the kind of density I'd want with detail props, like 6000x6000; right now I have two LoD prop_statics for each 512x512 stretch, which I think is a better trade-off than what I'd get with prop_details.

Though maybe I could mix the two prop types, nearer to the house?

+1 vote   reply to comment
Varsity Dec 26 2009, 12:31pm replied:

I hadn't considered 512x512 props at all, that's a very wise move. To light them properly run VRAD with -staticproplighting, but that would create four or even eight (!) lighting samples for each flower. Not sure what impact that would have.

The best solution is probably to use your own build of VBSP with the detail lump's size limit increased or removed. That does mean contending with their fadeout distance though...one way or another, having millions of buttercups is going to be painful. :-P

+1 vote     reply to comment
Bird_of_Prey Dec 25 2009, 4:04pm says:

Fascinating. I love the flowers in the foreground.

+1 vote     reply to comment
Armageddon104 Dec 26 2009, 1:53am says:


+1 vote     reply to comment
HandSolo Dec 26 2009, 2:42pm says:

you guys like the color; Green, Huh?

+1 vote     reply to comment
Radiatoryang Author
Radiatoryang Dec 26 2009, 5:45pm replied:

Why does everyone refer to me in the plural?

Also: all the green is called "an attempt at visual unity."

+1 vote   reply to comment
fitzroy_doll Jan 6 2010, 5:01pm says:

Reminds me of Andrew Wyeth ( Filelibrary.myaasite.com ) but less sentimental.

+1 vote     reply to comment
duxe Feb 1 2010, 7:16pm says:

Interesting work, If you need any help with music/sounds give me a Message.

+1 vote     reply to comment
joure Feb 2 2010, 1:06am says:

I love everything except the green overlay, but thats personal. the flowers look awesome, and the house looks really cool. good work. keep it up.

+1 vote     reply to comment
SteveZombie Feb 8 2011, 9:52am says:

That is the best skybox ever.

+1 vote     reply to comment
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I can't get the shadowing to work correctly on the buttercups (they're all alpha-tested static props with LoDs so the framerate in this scene is still pretty good) but other than that, I like where it's heading.

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Dec 25th, 2009
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