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WIP in WIP, post your level screenshots!


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Posted

Thats a kinda outdated tutorial, but it does work out fairly nicely for how simple a technique it is. You might wanna try following through my triangle terrain series if you want to get a bit more in depth with your rockwork...

http://www.snarkpit.net/editing.php?pag ... e=HL&id=16

http://www.snarkpit.net/editing.php?pag ... e=HL&id=18

http://www.snarkpit.net/editing.php?pag ... e=HL&id=17

Or this tutorial written by Agent, that is sort of a continuation of the one you followed...

http://www.snarkpit.net/editing.php?pag ... me=HL&id=8

That lava is begging to be scaled up by the way, it tiles really obviously :)

Posted

Not necessarily - one of the great things about triangle terran is that, in general, each triangle is going to be one w_poly. That means you can normally have pretty solid control over the polycount, simply by increasing or decreasing the number of triangles you use. It IS a vis compile time killer as it splits up your map into thousands of leafs, so its advisable to either use hint brushes to enclose your terrain areas, or make your terrain func_wall's and seal it all up by using simple world brushes underneath / behind.

Posted

Started working on co_mistral again which you can see some shots from at the first page.. about fkn time i finish it huh? :-D

Would be sad if Blaz's awesome textures would go to waste

Posted

If u going to have huge open areas with terrains just scale the textures to like 2.5 or 3 that you wont have any problems with r_speeds :)

Usually each terrain face will not exceed 228/240 so scaling up the texture will not decrease r_speeds. Scaling up the textures only improves r_speeds if you have faces which are larger than 228/240.

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