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Posted

well, 10 minutes is long, but optimizing in outdoor maps is a bit harder than indoor i guess.

Yeah I know, 10 minutes is unbearable :(

Maybe there is something I can figure out. It makes me wonder what its like to compile a Valve made map, but I doubt they give a shit because they do have compile farms, those lucky bastards.

Posted

I cleaned this up a bit and reopened the thread since it was unfair to JeanPaul.

Keep it civil here guys. If you got nothing to add stay away from the thread and just don't post here. If you want to mock him do it in PMs.

Posted

I just wanted to add something to the thread for the people who are still wondering, Seldoon asked me about how to do the bridge in displacements

That one :

Thanks for your comments guys.

Well anyways, I pretty much have no idea how Valve did this...........

untitled2xv1.th.jpg

Well i figured out a method by myself, and i've quickly made a little walktrough of it.

here it is :D

http://kokosovar.free.fr/tutoarch/

Posted

:cool:

And yeah, using displacements rather than brushes to make arches is pretty cool if you are using a texture with a border :

arch.jpg

EDIT : and yeah try that with brushes :x

archwire.jpg

JP i hope you'll make really Cuuurrrvvyy maps :cool:

Posted

JP i hope you'll make really Cuuurrrvvyy maps :cool:

I will see what I can do!

I think JP is the only HL mapper who knows how to make proper curves.

Well, I like to think so :cool:

I just wanted to add something to the thread for the people who are still wondering, Seldoon asked me about how to do the bridge in displacements

That one :

Thanks for your comments guys.

Well anyways, I pretty much have no idea how Valve did this...........

untitled2xv1.th.jpg

Well i figured out a method by myself, and i've quickly made a little walktrough of it.

here it is :D

http://kokosovar.free.fr/tutoarch/

Thanks a lot man, I am going to go try it out now.

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