Latest map attempt by Kalti
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panTera
- Brigadier General
- Posts: 573
- Joined: Wed Jan 29, 2003 11:46 pm
- Location: The Netherlands
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Looking nice so far, just take your time to add those details and optimize it wherever you can. By the way, what's that yellowish corner in that last picture you posted? It looks like some sort of sandy hill with a beached boat? Or an entrance maybe?
As you may have noticed it's hard to hide the transition between the ground surface and the patch mesh. Especially when the patch makes ugly shadows. Here's something you might want to try: Extract that sandy texture from pak2 and find its shader. Then use the texture as a custom one (eg. rename it to sand_noshade), make a new shader for it and add the 'surfaceparm trans'. This way the texture will be lit as normal but it will no longer cast any shadows itself.
As you may have noticed it's hard to hide the transition between the ground surface and the patch mesh. Especially when the patch makes ugly shadows. Here's something you might want to try: Extract that sandy texture from pak2 and find its shader. Then use the texture as a custom one (eg. rename it to sand_noshade), make a new shader for it and add the 'surfaceparm trans'. This way the texture will be lit as normal but it will no longer cast any shadows itself.
Haha... thanks man, I already checked those Dieppe texturesMj wrote:Lovely, but you could seriously do with some ivy...
if you ain't feeling too possesive of this map i could add some detail, but otherwise i could just send you some nice textures for ivy and such.. or you could get them from Dieppe, lol
I'm working on a texture that would have to represent the woodwork on which I can let them weeds grow...
Anyways, I am getting to that... so, no need to worry and thanks again
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Imperfection
- Lance Corporal
- Posts: 17
- Joined: Fri May 27, 2005 11:23 pm
- Axion
- Major General
- Posts: 683
- Joined: Mon Sep 29, 2003 5:14 am
- Location: Northern California
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Yeah, what's the status of this map? I'm really looking forward to the finished product- Cool theme, sweet architecture, nice eye for detail, and most important of all, it looks like it'll be a blast to play.

"The work of a thousand years is nothing but rubble."
- Dr. Carl Goerdeler (1943)
Visit my mapping site: http://www.freewebs.com/axion9

- Dr. Carl Goerdeler (1943)
Visit my mapping site: http://www.freewebs.com/axion9

I know it's taking way too long... but it's my first and sofar it has been one long (and hard
) learning process... In one of my last replies I mentioned some new screenshots of the progress, dunno if you've already taken a look but if not, you can do so here
Btw. Thanks to a loadfull of answers from Wacko I managed to regain new inspiration and have picked up the main map script once again. Thanks Wacko !
Safetywise I can say there's about 15% of work left on the map... the layout is final. The map is closed off in a satisfying way (imao) all that's left is some brushwork, most of which consists of adding details to the map. Besides that I will have to optimize for sure !
There will be something as a private beta and the final release should include the custom textures I have in mind. Again, the map will probably be too large for your liking but I hope it will do the job
Btw. Thanks to a loadfull of answers from Wacko I managed to regain new inspiration and have picked up the main map script once again. Thanks Wacko !
Safetywise I can say there's about 15% of work left on the map... the layout is final. The map is closed off in a satisfying way (imao) all that's left is some brushwork, most of which consists of adding details to the map. Besides that I will have to optimize for sure !
There will be something as a private beta and the final release should include the custom textures I have in mind. Again, the map will probably be too large for your liking but I hope it will do the job


