Technology (Read Only) > Mapping
zs_humidity
Alkaline:
GOD DAMN IT DEACON
I WILL :abuse: :idk: :icecream: :troll:
oh yeah and
thar be a cadekit >:(
zs_humidity
Pryvisee:
--- Quote from: Alkaline on January 06, 2011, 04:52:40 PM ---GOD DAMN IT DEACON
I WILL :abuse: :idk: :icecream: :troll:
oh yeah and
thar be a cadekit >:(
zs_humidity
--- End quote ---
lol nice. Needs a 3d skybox with water extending though. It just... Drops off.
Deathie:
Looks good, but needs more props, and possibly smaller doorways.
PhysicX M.D.:
I.......JUST......ORGASM'D.......AT.......THE......MAP.....AND ITS FILE SIZE :O.
jimonions:
Your trees appear to be lighted up wrong.
use info_lighting and configure the tree's options to use that as a reference.
(info_lighting should be placed somewhere above your trees)
to further enhance your lighting use advanced compiling options and put this in the vrad parameters under hdr full compile
-StaticPropLighting -StaticPropPolys -TextureShadows
your vrad hdr parameter should look something like this:
-hdr -StaticPropLighting -StaticPropPolys -TextureShadows -game $gamedir $path\$file
these cmds are how Valve compiles their maps
NOTE: it does not have to be an hdr full compile configuration. You can use default and/ or fast compile and add those cmds to the vrad run line.
If this sounds unclear then talk to me on steam
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