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T-Rexer

[decompiled] dz_blacksite

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Thanks T-Rexer.

For those who had the first same question as me: 20608 x 20608

It appears optimisation mostly comes down to a shit load of horizontal hint brushes?

Unsurprisingly, in game the environment is a lot less detailed (at least on the small scale) than other recent maps such as Dust2 and Nuke. A lot of the interiors are CS:S quality.

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5 hours ago, text_fish said:

Thanks T-Rexer.

For those who had the first same question as me: 20608 x 20608

It appears optimisation mostly comes down to a shit load of horizontal hint brushes?

Unsurprisingly, in game the environment is a lot less detailed (at least on the small scale) than other recent maps such as Dust2 and Nuke. A lot of the interiors are CS:S quality.

battleroyale quality 

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In relation to this map's textures (under the 'hr_massive' category in Hammer SDK) how does the four way blend or any blend work? I try to blend but it just adds more or takes away grass (the tall grass that looks like a sprite) and I try using the sculpt tool's 'Blend' option under the displacement settings but that does nothing as well. What's Valve's secret?

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2 hours ago, CoconutDawg said:

In relation to this map's textures (under the 'hr_massive' category in Hammer SDK) how does the four way blend or any blend work? I try to blend but it just adds more or takes away grass (the tall grass that looks like a sprite) and I try using the sculpt tool's 'Blend' option under the displacement settings but that does nothing as well. What's Valve's secret?

I think Valve used not anounced tools. Or Valve used Sprinkle tools, for .vbsp grass, but i don't know how it work. This tools EZ for prop_static and other entities.

Spoiler

tAHVteL13go.jpg


 

Edited by untor

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