ReNo Posted June 3, 2005 Report Posted June 3, 2005 Thats a kinda outdated tutorial, but it does work out fairly nicely for how simple a technique it is.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 Quote
ReNo Posted June 3, 2005 Report Posted June 3, 2005 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. Quote
Minos Posted June 3, 2005 Report Posted June 3, 2005 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 Quote
Marcos Posted June 3, 2005 Author Report Posted June 3, 2005 Started working on co_mistral again which you can see some shots from at the first page.. about fkn time i finish it huh? Would be sad if Blaz's awesome textures would go to waste Quote
mike-0 Posted June 4, 2005 Report Posted June 4, 2005 yea, it looks really good, finish it what compile tools for hl1 are you guys using atm? i think mine are fucked up, sprites arent transparent Quote
Marcos Posted June 4, 2005 Author Report Posted June 4, 2005 Im using Nem's batch compiler with the latest zooner tools. Nem's tool is really easy to use and works great. Quote
Zacker Posted June 4, 2005 Report Posted June 4, 2005 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. Quote
Schmung Posted June 4, 2005 Report Posted June 4, 2005 oohh, looks interesting. More screens please. Quote
Grin Posted June 4, 2005 Report Posted June 4, 2005 It was already released september 2004, didn't get any attention back then You can find the map here. Quote
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