05-04-2007, 03:12 AM | #41 |
Join Date: Mar 2007
Posts Rated Helpful 5 Times
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I believe so, if not use "hint"
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05-04-2007, 03:17 AM | #42 |
Beta than eva'
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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also ive still got that problem with floating grass
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05-04-2007, 11:21 AM | #43 |
if(0>1){printf("broked");}
Beta Tester
Join Date: Mar 2007
Location: Amerika
Class/Position: O Posts Rated Helpful 3 Times
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http://www.snarkpit.net/editing.php?...ame=HL2&id=112
Visibility note Displacement surfaces do not block VIS, so when using them in your level (especially with ground and rocky walls) you must be careful to seal it off some other way. If you are using a skybox, simply place more skybox brushes behind/under it, otherwise use the NODRAW texture: |
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05-04-2007, 04:37 PM | #44 |
Beta than eva'
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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Thanks for the help, really, but I knew that displacement surfaces didn't block vis. Sorry I asked my question so awkwardly the first time.
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05-06-2007, 12:51 AM | #45 | ||
Spirit Studios
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Quote: Originally posted by Bridget [>] Who gives a shit? Tired of hearing about this... |
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05-06-2007, 02:22 AM | #46 |
Beta than eva'
Join Date: Mar 2007
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at this point i almost dont care. Ive tried to get in touch with the guy that made the models for pvkii, but he never answers me even though he posted in their forums yesterday.
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05-07-2007, 03:09 AM | #47 |
Spirit Studios
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no, dont fuss with getting ahold of someone just yet. Build up what you want, add the creator to the credits of the parts u use if u make a credits before release, and then later on make sure u can use the items. I think it should b ok
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Quote: Originally posted by Bridget [>] Who gives a shit? Tired of hearing about this... |
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05-09-2007, 10:26 PM | #48 |
Beta than eva'
Join Date: Mar 2007
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so I think the fact that me carelessly adding detail props and textures and models from pvkii and wrote over some things was the cause of my grass textures acting up. Anyway I just did a fresh reinstall and everything's working right again.
I have a question though. Is there a downside to using a blend texture on a non-displacement surface. In the console it says "support for this will go away soon." |
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05-09-2007, 10:28 PM | #49 | ||
Useless
Retired FF Staff
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Question:
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Look at all those dead links. |
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05-09-2007, 10:43 PM | #50 |
Beta than eva'
Join Date: Mar 2007
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I know that, but there are "errors" out there that don't really effect anything, like that unused angles or w/e for overlays.
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05-11-2007, 04:24 AM | #51 |
Retired FF Staff
Join Date: Mar 2007
Location: The Peoples Republic of Harmfull Free Radicals.
Class/Position: Soldier, O Gametype: Doubble Mode Affiliations: Cassiotone Nation Posts Rated Helpful 1 Times
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Yea, that error has been around forever. There's no reason to remove support for it either as far as I know. I just ignore it.
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TG: pretty much you have no idea how much i fuckin own at this game. TG: i bested no less than three flaming tornados and broke a huge wizard. |
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05-13-2007, 09:53 PM | #52 |
Beta than eva'
Join Date: Mar 2007
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new pics
I didn't know what I got myself into..
After this map, I'm never doing another map that's mostly terrain/cliffs/tunnels. Anyway, Here's an update. |
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05-13-2007, 10:08 PM | #53 |
Yarr.
Join Date: Mar 2007
Location: Vancouver. BC
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I love everything that touches the water basically, all your lower cliffs are perfect, and while the rest is good, I can't quite put my finger on what it is that irks me a small bit on the upper/middle section of it. Different style of rocks maybe
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05-13-2007, 10:17 PM | #54 |
Beta than eva'
Join Date: Mar 2007
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Yea, it probably needs more variation. I'm not happy with that either. That's also why I didn't show the cave area, cuz it doesn't look good.
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05-14-2007, 12:08 AM | #55 |
Join Date: Mar 2007
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some of the rock textures look abit stretched on the X-axis to me, maybe lower that slightly? not sure
other than that it looks like good progress, im looking forward to seeing the city/castle bit make sure the detpack jump right over the city will still be possible! |
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05-14-2007, 12:51 AM | #56 |
Beta than eva'
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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the textures are a bit stretched in some places. that's due to the fact of overusing the displacement tool a bit. Frankly, I'm sick of cliffs and caves, but I'll get it right before I release it. The "city/castle" bits are going to be way easier. I got through a "rough draft" of the hard part. Now I'm just wondering how I'm going to pull of that cliff bit where you could fall off connected with a 3d skybox.
edit: also, with the stretches, I went a little crazy with the subdivide tool. |
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05-15-2007, 09:20 AM | #57 |
Mapper
Join Date: Mar 2007
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thats gunna be a bitch to clip..
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05-15-2007, 12:17 PM | #58 |
Joystick Junkie
D&A Member
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I think you should spread those shrubs in that last screenie around a bit-don't put them all off to the side. It doesn't look random enough. Other than that, it's looking great- I'm loving that water!
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05-15-2007, 12:17 PM | #59 |
Fear teh crowbar.
Retired FF Staff
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You know, I would take a look at some of the Dark Messiah maps, they have almost the exact same feel it seems you're going for: old ruins, tropical/beach, and lots of water.
Looking good btw. |
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05-15-2007, 04:02 PM | #60 | ||
Beta than eva'
Join Date: Mar 2007
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