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Old 05-04-2007, 03:12 AM   #41
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I believe so, if not use "hint"
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Old 05-04-2007, 03:17 AM   #42
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also ive still got that problem with floating grass
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Old 05-04-2007, 11:21 AM   #43
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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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Old 05-04-2007, 04:37 PM   #44
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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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Old 05-06-2007, 12:51 AM   #45
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Quote:
Originally Posted by GeoKill----->
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looking really good, and the PVKII water texture is one of my favourites
Its not a PVKII water texture. Its a water texture, Sir Tiger made
i dont think so Geo, correct me if im wrong Tiger, but isint it a PVKII texture, or did u make a new one?
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Old 05-06-2007, 02:22 AM   #46
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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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Old 05-07-2007, 03:09 AM   #47
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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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Old 05-09-2007, 10:26 PM   #48
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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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Old 05-09-2007, 10:28 PM   #49
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Question:

Quote:
Originally Posted by Beetle
Is there a downside to using a blend texture on a non-displacement surface?
Answer:

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Originally Posted by Beetle
In the console it says "support for this will go away soon."
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Old 05-09-2007, 10:43 PM   #50
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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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Old 05-11-2007, 04:24 AM   #51
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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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Old 05-13-2007, 09:53 PM   #52
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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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Old 05-13-2007, 10:08 PM   #53
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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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Old 05-13-2007, 10:17 PM   #54
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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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Old 05-14-2007, 12:08 AM   #55
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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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Old 05-14-2007, 12:51 AM   #56
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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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Old 05-15-2007, 09:20 AM   #57
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thats gunna be a bitch to clip..
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Old 05-15-2007, 12:17 PM   #58
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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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Old 05-15-2007, 12:17 PM   #59
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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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Old 05-15-2007, 04:02 PM   #60
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Quote:
Originally Posted by SizeableSSonic
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!
That's just where the texture put them. So maybe if I move the texture they'll move, but I don't have specific control over the shrubs there.

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thats gunna be a bitch to clip..
You're telling me..
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