DoD_Bergspiel

DoD_Bergspiel

Re: DoD_Bergspiel Posted by Tracer Bullet on Sat Apr 30th 2005 at 2:25pm
Tracer Bullet
2271 posts
Posted 2005-04-30 2:25pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
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!
Re: DoD_Bergspiel Posted by Orpheus on Sat Apr 30th 2005 at 3:09pm
Orpheus
13860 posts
Posted 2005-04-30 3:09pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Tracer Bullet said:
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.
Re: DoD_Bergspiel Posted by habboi on Sat Apr 30th 2005 at 3:16pm
habboi
782 posts
Posted 2005-04-30 3:16pm
habboi
The Spammer of Snarkpit
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782 posts 178 snarkmarks Registered: Dec 11th 2004 Location: United Kingdom
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!
Re: DoD_Bergspiel Posted by Cassius on Sat Apr 30th 2005 at 4:30pm
Cassius
1989 posts
Posted 2005-04-30 4:30pm
Cassius
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1989 posts 238 snarkmarks Registered: Aug 24th 2001
DAMN I'M GOOD!

(what Orph said... under the "worship Cassius" part that is :lol: )
Re: DoD_Bergspiel Posted by G4MER on Sat Apr 30th 2005 at 6:32pm
G4MER
2460 posts
Posted 2005-04-30 6:32pm
G4MER
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2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
I dont like it, the rock work sucks, and its so 1940 looking.

Ok Im just messin with ya.. its good stuph.
Re: DoD_Bergspiel Posted by Tracer Bullet on Sun May 1st 2005 at 12:50am
Tracer Bullet
2271 posts
Posted 2005-05-01 12:50am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
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?
Re: DoD_Bergspiel Posted by Orpheus on Sun May 1st 2005 at 12:59am
Orpheus
13860 posts
Posted 2005-05-01 12:59am
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
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.
Re: DoD_Bergspiel Posted by Tracer Bullet on Sun May 1st 2005 at 1:10am
Tracer Bullet
2271 posts
Posted 2005-05-01 1:10am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
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.
Re: DoD_Bergspiel Posted by Orpheus on Sun May 1st 2005 at 1:12am
Orpheus
13860 posts
Posted 2005-05-01 1:12am
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
So, when are you gonna break down and get HL2? when its in the bargain bin :razz:
Re: DoD_Bergspiel Posted by Tracer Bullet on Sun May 1st 2005 at 1:22am
Tracer Bullet
2271 posts
Posted 2005-05-01 1:22am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
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.
Re: DoD_Bergspiel Posted by Orpheus on Sun May 1st 2005 at 1:30am
Orpheus
13860 posts
Posted 2005-05-01 1:30am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
<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:
Re: DoD_Bergspiel Posted by SpiKeRs on Tue May 3rd 2005 at 9:15am
SpiKeRs
193 posts
Posted 2005-05-03 9:15am
SpiKeRs
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193 posts 729 snarkmarks Registered: Jun 14th 2003
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 .