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 .
<DIV class=quote>
<DIV class=quotetitle>? quoting Tracer Bullet</DIV>
<DIV class=quotetext>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. </DIV></DIV>
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 :eek:
Posted by Tracer Bullet on
Sun May 1st 2005 at 1:22am
[Author]
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.
So, when are you gonna break down and get HL2? when its in the bargain bin :razz:
Posted by Tracer Bullet on
Sun May 1st 2005 at 1:10am
[Author]
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.
Tracer Bullet said: 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.
Posted by Tracer Bullet on
Sun May 1st 2005 at 12:50am
[Author]
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?