HL1 thats why the rather blurry texturing. (so it won't be too sharp against normal brush texturing)
It has submodels for gates, longer sections and such.
[Blocked Image: http://mawibse.leveldesign.nu/gate_01.jpg]
HL1 thats why the rather blurry texturing. (so it won't be too sharp against normal brush texturing)
It has submodels for gates, longer sections and such.
[Blocked Image: http://mawibse.leveldesign.nu/gate_01.jpg]
definitly useful.
its a shame all this cool crap is on the way out of hl tech.
Neat-o, what is it for?
Neat. Now gimmie.
Got it submodelled and stuff.
It will be availible when I realease the map it's for. ![]()
[Blocked Image: http://mawibse.leveldesign.nu/fencemap.jpg]
the lighting in that map = sux
anyway
maybe put a func_wall or func_invisible near where the fence goes, and set it to cast a very faint shadow, would looks much better ![]()
Set it to cast a faint shadow... how?
The lighting in the pic is bad indeed, but it is presumably taken from an alpha version of the map. I dig the style of the map, looks somewhat fresh!
i dont get it frie it looks like a fence...
ive seen some options with zoners - not sure exactly what they are, its been ages since ive mapped
Frie is talking about the map in general. Yeah I agree, it's a fresh idea. Looks somewhat different in theme to most Counter-Strike maps out there. Lighting isn't very good so far, but i'm sure it'll improve. My complaint would be that the terrain on the right when it comes to the road is like perfectly vertical, and doesn't look too good imo. Like the model, 10 points, very practical to use. The map area to the right also kinda reminds me of dod_avalanche. Anyways I'd say good job.
*EDIT* Btw, you can make func_walls block light, which would then create a shadow for you. Just make the func_wall loosely assume the same shape of the fencing.
- Ewok
is there any light/shadows? lux fullbright to me
Nah it's not fullbright. The light however comes from behind you so you cant see any shadows in that pic. Also the lighting isnt tweaked so it's a bit off.
Adding invisible brushes to block light where the fence is don't work very well.
The poles in the fence are to small to give off any shadows and if I block the entire fence they leave to much shadow.
I havent found any compile setting to cast "faint" shadows. I think it was in some hacked version but I havent found it. ![]()
I dunno but cant u cast "fainted" shadows using the custom shadowing released in zoners custom build 1.7?
Thanks EjrulF, I found it.
You had to Smart-Edit it in, havent tested it yet but will do as soon as I'm ready with the new car model.
tested it yet?
would be cool if it worked!
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