wireframe

Half-Life HL
wireframe by Jessie
Posted 9 years ago2015-09-19 05:53:59 UTC • Unfinished • Half-Life
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Name
wireframe
By
Jessie Jessie
Type
Map
Engine
Goldsource
Game
Half-Life
Category
Unfinished
Included
BSP, RMF/VMF
Created
9 years ago2015-09-19 05:53:59 UTC
Updated
9 years ago2015-09-19 07:25:47 UTC
Views
4137
Downloads
812
Comments
6
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Me stuffing around with the wireframe style. Due to stupid, the "lines" are twice as thick as they should be. I have no intention of fixing it, because this was just a test.

6 Comments

Commented 9 years ago2015-09-19 06:06:48 UTC Comment #20941
Trippy, low FPS. Good concept.
Commented 9 years ago2015-09-19 10:31:19 UTC Comment #20942
Always wanted to do a proper Hammeworld map.

This concept would go a lot further in Source engine, terms of brush resources, 3D sky(for a crazy gridspace), & displacements. One downside being source aliases small brushes weirldly--or maybe this doesn't happen any more?

I'll check this out properly soon as I can, nice work doe :)
Commented 9 years ago2015-09-27 21:05:25 UTC Comment #18042
@CapT: You mean the "Microbrush" warning?
Commented 9 years ago2015-09-28 06:36:57 UTC Comment #18044
Just that it seems Source renders small brushes like a 1-unit-thick railing weirdly/buggily, i.e., it flashes/disappears as you move & rotate the camera. If that's the "microbrush warning", then yes :)
Commented 9 years ago2015-09-28 20:24:27 UTC Comment #18040
Ah, then no. They just compile fine, though I don't know why the compile log points that thing out lol.

Silly CS:GO SDK...
Commented 9 years ago2015-10-08 17:21:57 UTC Comment #18033
Interesting. I tested it.

This would go well with a concept map where teams have a limited amount of time available to "see through" walls. Actually these would be toggled func_walls with a solid(bsp) transparent brush in their middle.

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