DoD_Bergspiel
Post Reply
Quote
Re: DoD_Bergspiel
Posted by Tracer Bullet on Sat Apr 30th at 2:25pm 2005


I'm in a rush at the moment, but here is a new one I've been working on. If you like the rockwork, raise your hands and clap for Cassius, God Of Rock Textures!

[addsig]



Quote
Re: DoD_Bergspiel
Posted by Orpheus on Sat Apr 30th at 3:09pm 2005


? quoting Tracer Bullet
If you like the rockwork, raise your hands and clap for Cassius, God Of Rock Textures!

ALL HAIL CASSIUS!

*whispers*

textures are only as good as the mapper utilizing them TB, do not understate your part.

[addsig]



Quote
Re: DoD_Bergspiel
Posted by habboi on Sat Apr 30th at 3:16pm 2005


A like the theme, almost like a Scottish island. I thought it seemed a little small before reading your description.

Very nice keep it up!

[addsig]



Quote
Re: DoD_Bergspiel
Posted by Cassius on Sat Apr 30th at 4:30pm 2005


DAMN I'M GOOD!

(what Orph said... under the "worship Cassius" part that is )

[addsig]




Quote
Re: DoD_Bergspiel
Posted by G4MER on Sat Apr 30th at 6:32pm 2005


I dont like it, the rock work sucks, and its so 1940 looking.

Ok Im just messin with ya.. its good stuph.

[addsig]



Quote
Re: DoD_Bergspiel
Posted by Tracer Bullet on Sun May 1st at 12:50am 2005


Thanks guys. I hear you Orph, but HL1 is so damn limited in what you can do that good outdoor textures are an absolute must. Plus, I've sort of reached the point where I think of triangle terrain as a great way to fill space with interesting looking brushwork that is very easy to do. My original intent was to create a larger king of the mountain type map, but HL1 just isn't suited to it. Just this little bity thing is already getting close to a number of engine limits. If on;y my computer ran source a bit better...

there is one thing I am rather proud of though. I didn't take a screen of it, but if you look at the tunnel to the allied spawn, you'll notice that the transition between tunnel and cliff face is very smooth and natural looking. I used an overlapping func_wall to create the effect. I may just do a tutorial on it, but only if it is useful in source. Is it difficult to make natural looking tunnel openings in source?

[addsig]




Quote
Re: DoD_Bergspiel
Posted by Orpheus on Sun May 1st at 12:59am 2005


? quoting Tracer Bullet
Is it difficult to make natural looking tunnel openings in source?

there is a very sweet looking tut on that very thing here someplace. you might use it for comparison.

[addsig]




Quote
Re: DoD_Bergspiel
Posted by Tracer Bullet on Sun May 1st at 1:10am 2005


Ah well. It looks like my method is completely useless for source mapping. So much the better. It would be sad if you had to use a clever work around to get that sort of geometry in the new engine. [addsig]



Quote
Re: DoD_Bergspiel
Posted by Orpheus on Sun May 1st at 1:12am 2005


So, when are you gonna break down and get HL2? when its in the bargain bin :P

[addsig]




Quote
Re: DoD_Bergspiel
Posted by Tracer Bullet on Sun May 1st at 1:22am 2005


Oh, I have it, and I can just barely run it. Enough so that I could enjoy the SP campagin. However, it is too damn choppy for good DM play. The editor runs just fine for the most part, but the textures are so damn huge that my computer chokes whenever I open the browser. [addsig]



Quote
Re: DoD_Bergspiel
Posted by Orpheus on Sun May 1st at 1:30am 2005


? quoting Tracer Bullet
Oh, I have it, and I can just barely run it. Enough so that I could enjoy the SP campagin. However, it is too damn choppy for good DM play. The editor runs just fine for the most part, but the textures are so damn huge that my computer chokes whenever I open the browser.

makes me so glad i had my new one built. funny though, with only two upgrades my old machine seems to run the editor and the game fairly well. tis no comparisson to my new machine, but i am surprised to say that those two upgrades made a world of difference.

it can now run the editor with no stuttering of note.

my old specs:

2.6 celeron <--- 400 fsb and 128 cache
512 pc133 ram <--- runs at 133 mhz
9000 ati radeon 64 meg

my new upgrade:

1.8 P4 <---- 400 fsb and 512 cache
512 pc2100 ram <--- runs at 266 mhz
9000 ati radeon 64 meg

frames rates doubled

[addsig]




Quote
Re: DoD_Bergspiel
Posted by SpiKeRs on Tue May 3rd at 9:15am 2005


On my old comp, the texture browser annoyed the hell out of me, it might have been easier to display them in individual folders like they do in QuArK. Having said that once you know certain keywords (ie plaster, metal, wall, ceiling etc) you can really limit amount of textures it brings up.

Anyway looks good, is that a plane sticking out of the ground in pic 2? Perhaps should not have it look so buried .





Post Reply