yeah...its actually look out from it. see my new pics.
thank you again.
yeah...its actually look out from it. see my new pics.
thank you again.
| ? posted by scary_jeff | ||
They do? Like what? |
Ask KFS for the full account
The most useful one I know of is to drastically cut VIS times by covering a complex world brush with a HINT brush. Effectively this removes it from the VIS calculations. Of course, you could just use a func_wall, but there are some disadvantages to that.
That won't help the r_speeds in the slightest, but it could make a huge difference in compile times.

hey zoners costum build tools reduced my wpoly count. like 100 in spots. huh. better compiling?
noper wasnt me....lol. though dod rocks.
hey someone let me email you my rmf for what i have of my map so far and compile it using hint brushes. and see if it works than send me the rmf back. wanna get this down pat of where in my map they should be correctly placed. i want as low as r_speeds as possiable.
i have em but not sure if i placed em correctly.
only getting one bad spot and thats at the top of the elevator shaft looking near the entrance where the screen in knocked out.
thank you if you would do this for me.
check out my new screenshots there people.
thanks
#1 Too dark
#2 very nice, but just haveing a texture for the lights on the ceiling is kind of weak. do some brushwork there.
#3 I still think the lights on the floor like a bit silly. are you useing texture lighting? I bet it would make them look much better if they were recessed.
overall you need more contrast. it's all kind of flat grey and boring. I don't nesecarily recomend changing your textures, they doo seem well chosen. just be more dramatic with the lighting. light_spot is calling for your name. heed the call.
[addsig]
ok
the one room is dark. i have yet to fiq out tex lighting.
though your right. alot more contrast too make a black and white map more predominant. black and white tends to make a map look simpler. so ill have to work on lighting alot.
ill check the recessed floor lights. see if i like it.
thanks
thanks..no color though. its gonna be done in black and white.
than in negative image for my second map...haha. ( but thats a secret )
yeah bad shot on the broken section. other way its look grovery....
ok..decal is gone...but i got spinning arrows pointing to my weapons. do i really want that much realism? besides i like fake looking broken glass. haha joking.
thanks again for pointers. i appreciate feedback.
any want a bsp ?????
lol. ill send it via email.
some of the themed maps ive seen id love to run around on even if they arnt done.
id give ya feedback...so.
hey if any want to try out my map on won the server is dead again and the ip 24.229.184.211:27015
the password is black.
glitches in the map so. working alpha. lol
cya
hey.
that texture lighting is kewl. making my own unique rad files works out well with my custom textures.
anyway..check out the third screenshot and you guys let me know how it looks please.
thank you
shayne "mr.natural" hawkins
i changed the map around quite a bit. thats why just the last screenshot.
thanks
shayne









