Re: [map] DM_PRISON_TGD
Posted by Paladin[NL] on
Fri Sep 16th 2005 at 1:31pm
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Occupation: Student/mapper
Location: Netherlands
No cubemaps...spice it up some more, build in cubemaps and use "build_cubemaps 1(or 2 etc)"
Re: [map] DM_PRISON_TGD
Posted by Forceflow on
Fri Sep 16th 2005 at 1:57pm
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Location: Belgium
Spice up the architecture a bit. Use th?t source engine ... Displacements for the grass, for example.
And what on earth are 3 melons doing on a prison cell floor ...
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Sep 16th 2005
Location: NL
Ok Paladin..............but i build cubemaps.........
so i dont understand what i do wrong.........
maybe you can help me if you like
alstublieft..........
Re: [map] DM_PRISON_TGD
Posted by satchmo on
Fri Sep 16th 2005 at 3:55pm
satchmo
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Did you put cubemap entities in your map? How many? Did you put it at player height from the floor? Did you run "buildcubemaps" from the console after you load up the map? Did you take those screenshots before building cubemaps?
I think people are just commenting based on your screenshots (as I am).
Re: [map] DM_PRISON_TGD
Posted by Paladin[NL] on
Tue Sep 20th 2005 at 6:19am
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Registered:
May 4th 2004
Occupation: Student/mapper
Location: Netherlands
Well, did you asign them to faces? Cause the normal maps of the models give a horrible blue glow...so im guessing the cubemaps arent right, at least, that was the problem for me most of the time. Second grass etc should be made up of displacement, they dont need to be hight detail(a power of 2 is fine) but it should be more bumpy. Thirdly, Forceflow, you of all people should now that in the Netherlands and Belgium, melons are a common thing laying around in prisons...