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Posted

I think all games on the Source engine supports HDR now. If the needed entities aren't in the fgd, just add them using smartedit since the engine will recognize them.

Nope. Only cs:s, dod:s and lost coast are supported.

Posted

i like how you used three differen textures on the displacement,

there are 2 rock materials (it's one only, but with 2 shades), 6 ground materials, and 3 different overlays. Thats for all the terrain, the rocks just use 3 textures and 3 overlays.

although why is it all pixelated, use a tga with transparancy so it will look smoother.

it's pixelated because transparency (not opaque as you can see), the resolution is 512x512, not bad for a simple spider web. But the alpha usage makes aliasing, that's a norm.

a lot of the map is lacking in detail though

Inside of fort there will be some custom props (wood estructures) that will increase realism and detail, but you can't expect much more than that. Outside there will be a few more big rocks for cover, and maybe another wood prop.

The vmf size surpased 10 MB, even counting there are a lot of displacements (not only for terrain), that's a pretty big one I think.

This looks really awesum, but I can't help to think that this must be really laggy... especially in multiplayer...

absolutely wrong :wink: Brush and props usage is moderate, displacements are made in the lowest resolution possible, I put lot of care doing vvis optimization, LODs for models, fade, etc. And HL2 engine is very scalable, lowering graphic details makes miracles.

do you have any sites that you used to look at when you started out?

do you mean photo references?

Posted

Thx for the tip sa74n, I'll try it.

This is a test with my second system, it's not valid at all because it was a fast vvis compile, but you can see that doesn't perform bad:

manbetatest00017cf.th.jpg manbetatest00000kw.th.jpg

Graphical settings were set on medium, trilineal filtering, and doing server as you know takes away a few FPS.

That system was an amd athlon 2500+ (1,8 GHz), 1GB ram, and radeon 9500 (its GPU bound).

Posted

it's pixelated because transparency (not opaque as you can see), the resolution is 512x512, not bad for a simple spider web. But the alpha usage makes aliasing, that's a norm.

i'm aware, i meant that you should use an alpha channel to make the lines smooth

Posted

i'm aware, i meant that you should use an alpha channel to make the lines smooth

I added a bit of blur to the alpha channel, as you requested :wink:, that makes the lines a bit smoother

These are the coloured caves, RD:

lostvalley01610nd.th.jpg lostvalley01643se.th.jpg

And here's an improved main door:

manbetatest00486gz.th.jpg

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