Posted 11 years ago2013-10-29 18:57:01 UTCPost #316553
Yeah, episode 2! I've been using Tet's technique for making forests, and I'm trying to make an open-ended map where you can pursue your objective from multiple fronts.
Posted 11 years ago2013-10-29 23:32:29 UTCPost #316559
Looking great, Dimbark! I'd look for more similar tree models for variation though, it's very obvious that you're only using one model for them all right now.
Posted 11 years ago2013-11-12 16:55:36 UTCPost #316754
thanks. unfortunately I don't play on any server, since the game's pretty much dead. as for the textures, most are borrowed from official (or whatever one should call them) specialists maps, and a small amount are freebies and/or made by moi.
Posted 11 years ago2013-11-24 17:39:59 UTCPost #316866
Nope, it's a part of a model kit that I have to model in CAD for my course. I decided to make it in SketchUp since I'm much more familiar with it than the required software, and then once I've got it looking right I can use the SketchUp model as a reference. That way I can mess about with the curves getting them to look right, and then I can take accurate measurements of any point and cut the model to view the curves, something I wouldn't be able to do to the real model non-destructively.
Posted 11 years ago2013-12-09 22:58:37 UTCPost #317054
Thanks, unfortunately the gameplay will probably suck. I tried including a lot of doodas and interactive objects, but HL1 just doesn't comply with large areas. Thus, the lab-like part that you see coming out of the ship had windows in the past: I was forced to close them because of r_speeds skyrocketing above 7000. Under the ship I had to put "dirt" to make for some isolated areas that have decent r_speeds.
Rimrook, yes, I am considering the increase of light level globally or editing the lights.rad for some textures.