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WIP in WIP, post your level screenshots!


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Posted (edited)

Does anyone know why my normal map-gradients gets squashed in compression by vtfedit? I import the file with ABGR8888. You can see the jagged gradient in the first pic top left.

 

I dont know if it makes a difference (infact I just tested and couldn't notice a difference upon importing/comparing both) but I always used BGR888/BGRA8888 for uncompressed textures in Source. Also check your texture flags; there are a few for filtering and one for specifying the vtf as a normal map. 

EDIT: I did another test this evening on a normal-mapped model for CSGO and didn't have any issues with the normal map flag ticked, with either ABGR or BGRA (versus obvious compression with DXT5). 

Edited by spence
Posted (edited)

Hi,

This is an adaptation of medal of honor solo campaign for Day of Defeat Source.

First beta very soon!

 

 

 

 

 

 

 

 

 

 

 

Maybe test it with someone of you!  :v

 

Sub-pen wins this thread.

Edited by Hipshot
Posted (edited)

Eesh I've been slacking. Thought I'd post some pics for my map de_fracture to make me more accountable. Map is designed to encourage newer players to learn mechanics like long jump, bhop, surfing, and boosting! Not so much catered for competitive play but I made the decision to prioritize fun.  :D

 

EDIT: Feel free to post some suggestions/advice since I haven't really tested the map for balance yet.

2GYIm3u.jpg

 

MID: ThUnAFM.jpg

A site: 6KxN4jA.jpg

B site (from above):

qXTjNE8.jpg

B site (from below):

ClLnB9B.jpg

Edited by kinggambit
Posted

Some interesting ideas for the theme.  I really like the displacement work/detail used in the second image with the broken in concrete.  The first image could use some more variety of the props, plus the tile floor seems a little out of place for the concrete road.  Just me I guess, but a nice sneak peak there sir.  Looking forward to even more progress on the map.

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