View Full Version : [WiP] dm_store
Varadero_be
12-17-2007, 12:43 AM
2 screens of the map I'm working on.
It's a deathmatch map.
http://i24.servimg.com/u/f24/11/43/10/83/store110.jpg
http://i24.servimg.com/u/f24/11/43/10/83/store210.jpg
Snipergen
12-17-2007, 01:44 AM
aarg counterstrike boxes :O
Varadero_be
12-17-2007, 02:10 AM
aarg counterstrike boxes :O
Gimme a nice texture for TF2 boxes... :(
Snipergen
12-17-2007, 02:16 AM
do it in brushwork: metal+wood texture if you get what i mean.
on the other hand, can you post a screenshot from the top of the map? I'd like to see how it looks. Also, make some windows and a nice 3D skybox
A Boojum Snark
12-17-2007, 02:49 AM
More importantly, CS materials won't show up for people without CS, and distributing them with your map would make valve unhappy.
Varadero_be
12-17-2007, 03:43 AM
do it in brushwork: metal+wood texture if you get what i mean.
Too heavy. It'll kill my FPS. I optimised as far as possible my boxes.
Exemple:
To get this:
http://i24.servimg.com/u/f24/11/43/10/83/optimi10.jpg
I did this:
http://i24.servimg.com/u/f24/11/43/10/83/optimi11.jpg
Also, make some windows and a nice 3D skybox
I'm already working on something you ll see through the windows.
More importantly, CS materials won't show up for people without CS, and distributing them with your map would make valve unhappy.
My textures are not CS matérial. It's TF2 or maybe HL2. So, it gonna work.
Snipergen
12-17-2007, 04:44 AM
mate, those boxes wont kill fps i swear, since its a deathmatch map it wont be too big i guess so really dont worry about your fps!!
A Boojum Snark
12-17-2007, 03:05 PM
Too heavy. It'll kill my FPS. I optimised as far as possible my boxes.
Exemple:
To get this:
I did this:
The angling you did of the brushes is entirely unnecessary. If you have two faces with the same material and same settings (like a row of individual boxes touching at the edges) all the faces will be merged into one face during compile.
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