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Posted

It's hard to put grass in this game :(

Looks a bit like 'swampy' grass, maybe it'll look better if you put it in a puddle?

Also I put a MOUNTAIN

Nice :) Is it a model?

Posted

Yeah, I tried this but hard to find the good color. Also I wondering if changing the color of a props static is making it more expensive because I'm using it a lot and the budget of static props is incrédibly high (but I didn't work on fade distance yet) or it's just because a lot have alpha (foliages and shit).

Today I reworked the cliff texture and made some new foliages with existing textures :

2013-05-23_00002.jpg

2013-05-23_00003.jpg

Posted

foliage is expensive in source. My DOD:S map used shit loads which was dropping the frames significantly, I eventually found a different bush model that massively helped.

Posted

I'm not sure how Robert Briscoe pulled it of in de_forest, but he somehow created his own foliage system.

Here's what he said about it on his site:

Once this stage was completed I spent many months creating an extremely efficient tree and foliage system to run well on the Source engine over a wide array of PC systems.

Maybe get in touch with him?

Posted

I can ask him but If I'm putting a bit more work in fade distance, this will help. I need to check what models don't cast dynamic shadow to set it off when needed (because the dynamic shadow use the alpha of each foliage prop)

Posted

epic. readability might still be an issue but damn if it isn't sexy!

I was thinking the same thing. Damn sexy, but worried about being able to pick out people.

Posted (edited)

I have also an idea of new path between A and Mid, I want to test it soon :)

Before making a new path, test your map with other guys because it seems it has already a lots of ways !

I also think it still too dark in some place, perhaps you should increase your ambient light intensity.

Anyway, you did a great job !

Edited by moroes

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