Seldoon182 Posted December 29, 2009 Report Posted December 29, 2009 Oh mate! I luv those screenies! Plz add new custom mirror edge themed survivors and your campaign is for the win! [EDIT]: Is that for l2d2 or l4d1? Quote
e-freak Posted December 29, 2009 Report Posted December 29, 2009 needs more riot cop zombies (seems like you're going L4D1 though?) Quote
destructo Posted December 29, 2009 Report Posted December 29, 2009 I'm pretty sure I have to use 1-bit alpha testing or else the overdraw will kill most computers, and thus it'll look more or less the same no matter what prop type I use. Thoughts, anyone? Love the toxic colour filter; a bit of vignetting at the top might look good. About the buttercups, I made some large dense fields for a BF2 mod (hence it needed to draw fast & work across specs) & the best solution was an irregular grid of very long polys (the width of the field & chest-high, 0.5m cells) textured with something like a 2048x256 1-bit alpha map. The key to getting nice transparency was to custom edit each mipmap level in photoshop, using things like unsharpmask followed by threshold to get the alphatest cutout perfect for each progressive mipmap. To edit, there's an option in the nvidia dds p/shop loader to open mipmaps, & for saving there are more options where you can define how many levels of mips you want (try saving just 5 & see how sharp it looks). Quote
S.W.A.T.Y Posted December 30, 2009 Report Posted December 30, 2009 Retextured red base since it looked bad with the other wood texture that I had before. Quote
2d-chris Posted January 4, 2010 Report Posted January 4, 2010 Looking pretty nice there Swaty, I would break up the floor a bit with some trims + texture variations, the lighting still seems flat and not very interesting, perhaps a drastic color/sky change might help? That hard edge crack in the ground looks really meh too, either add more detail or lose it for some kind of metal grate? If you want the grass there remove the concrete all together so you're map has more contrast in colors. Quote
Surfa Posted January 6, 2010 Report Posted January 6, 2010 Trying to learn the spark editor and failing badly. was mainly wondering if some knew how to get rid of the verts/edges (hide them) in the editor as seen in the image above. Quote
dux Posted January 8, 2010 Report Posted January 8, 2010 Trying to learn the spark editor and failing badly. was mainly wondering if some knew how to get rid of the verts/edges (hide them) in the editor as seen in the image above. Perspective > Show edges Quote
Dradz Posted January 8, 2010 Report Posted January 8, 2010 Not sure if my map is "mapcore-ready," but no one here is shy about posting feedback, so here ya go -- latest work on my dod:s map rouen... Quote
Steppenwolf Posted January 8, 2010 Report Posted January 8, 2010 Your terrain is really nice. Looks very organic and natural. Quote
mjens Posted January 8, 2010 Report Posted January 8, 2010 Looks familiar... Yeah, all TF2 maps look the same. There is no way to add custom textures? Quote
Sector-Effector Posted January 9, 2010 Report Posted January 9, 2010 Yeah, all TF2 maps look the same. There is no way to add custom textures? It should work like on DoD:S and therefore I can tell you: Easily! Quote
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