dm_tertre by nooba

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Map Description

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. :)

Discussion

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

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.
Posted 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?
Posted by Orpheus on Mon May 2nd 2005 at 9:43am

MoneyShot said:
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.
Posted by G4MER on Mon May 2nd 2005 at 7:21am

Uhm.. can you provide an example? Im not sure I follow.
Posted 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.
Posted 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..
Posted 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.
Posted 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. :smile:
Posted 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.
Posted 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.