Thread: (Released) ff_siege_classic
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Old 10-25-2008, 11:26 AM   #13
Lt Llama
 
Join Date: Mar 2007
Posts Rated Helpful 0 Times
Quote:
Originally Posted by squeek.
That is the decompiled .bsp from TFC. It breaks it up into unusable 1-unit thick "shells" of each brush, instead of the full brushes.
You just kept it for reference? My poor comp stutters when I try and open the vmf. But it's great that you submitted the vmf file, I'm sure those who are interested can learn a lot from it.

Quote:
Originally Posted by squeek.
It's almost identical to a decal, but with overlays you can control the height/width/what brushes it displays on/etc.
Hmm, you mean this is what you use if you want to resize a decal?

Quote:
Originally Posted by squeek.
It's not necessary, but cubemaps (when built) are used to get correct reflections for any reflective material. In FF, there are very few reflective materials, so it's not terribly important. SGs are the most reflective and most apparent; and, if you go sniper and look at the scope on the model, you can see the reflection change as you run around.
As I'm more into concmaps I suppose this is really not necessary if it's not needed for weapon surface reflections.
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