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Game: Half-Life 2: Deathmatch
Added Tue May 24th 2005

Map Description

This map has a discussion topic which can be visited here

Inspired by a picture taken by 'Henk van Rensbergen' of the carcoke factory, Tertre. Not a 100% accurate reproduction of the place, but I tried. smiley


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0 starsPosted by DrGlass on Mon May 2nd 2005 at 11:59pm

? quote:
Yeah and I also have a question:

Windows when shot especially thw wooden ones, when they break they leave bits of wood sticking out, how is this done?



dynamic model, wasteland/wooden window frame. I think, check out the island17 source.
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0 starsPosted by habboi on Mon May 2nd 2005 at 8:05pm

Yeah and I also have a question:

Windows when shot especially thw wooden ones, when they break they leave bits of wood sticking out, how is this done?

[addsig]
0 starsPosted by Orpheus on Mon May 2nd 2005 at 9:43am

? quoting MoneyShot
Uhm.. can you provide an example? Im not sure I follow.

Dude, remember in HL1, the textures with the blue edges? those are the ones. use textures that have the shape you want instead of building the shape yourself. IE a window with frames and panes.. if you built it it would drive the r_speeds through the roof.

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0 starsPosted by G4MER on Mon May 2nd 2005 at 7:21am

Uhm.. can you provide an example? Im not sure I follow. [addsig]
0 starsPosted by DrGlass on Mon May 2nd 2005 at 7:13am

like: if you make a truss rather than making 5 brushes use one brush with a texture that has transparent areas.
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0 starsPosted by G4MER on Mon May 2nd 2005 at 5:52am

CJ, Please explain more.. treat me like a n00b mapper.. and speak in a more basic function for me.. I am making a map called de_oilrig, and it has lots of detail.. how can I use alpha-masked textures to help me? And what are alpha-masked textures, are these models?

Im still learning the terminology..

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0 starsPosted by DrGlass on Mon May 2nd 2005 at 4:29am

looking very nice, you may want to remove the water, that can take up alot of resources, my dont you run around with +showbudget and make some screen shots of what area has the most problems.

also! set the max veiw distance to be the same as the fog so you dont draw objects that are 100% in the fog.
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0 starsPosted by Campaignjunkie on Sun May 1st 2005 at 8:53pm

I don't think the map resembles the reference enough. The building in the photo is huge, and one single giant mass of wooden-industrial might. Maybe it's just the fog, but I really don't get that feeling from your screens so far.

Oh, and use some alpha-masked textures for the beams instead of brushes! You're on a budget! The optimization process should begin from the very beginning of your map, NOT step 3. Don't wait too long, you'll only be hurting yourself in the end when you have to delete a lot of the detail you worked really hard on. smiley
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0 starsPosted by Orpheus on Sun May 1st 2005 at 7:31pm

Lep has a tut on sky boxes i think.. go look see and maybe its the one you want. [addsig]
0 starsPosted by G4MER on Sun May 1st 2005 at 7:27pm

Is there a tutorial for me to read on making a 3d sky box? I dont know how to do it. =(

Also I like the new screenshots.. Dead bodies in the tree.. thats classic horror film right there. I still dont see the sky box around the edge of the map. =( But the map is looking real good, I want to play it now.

[addsig]
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