Thanks surfa I really appreciate the time and effort you put into putting those crits together. I managed to fix a few of them, some others changes are still in the works. If it involves custom props, its going to take a bit longer. But I wanted to get this out there because it fixes a few technical game breaking issues the map had in the last release.
Thanks ixin =)


There is the latest version:
http://dl.getdropbox.com/u/1306131/ctf_decker_b14.rarList of changes:
v4.0 (ctf_decker_b14)
- New per vertex prop lighting.
- New 3D cannery sign.
- Swapped out the last few remaining blue base textures that where hanging out in the red base.
- Rounded out the windows in the blue sniper area. Custom props probably coming.
- Fixed a few clipping issues
- Swapped out a few more blue props in the red base.
- Still need to create a few custom props that will reveal the true nature of the cannery...
I also have a bit of a weird problem going on with the way the skybox props are lit.
I have a problem with the Skybox props being compiled super bright?
http://dl.getdropbox.com/u/1306131/ctf_decker_b140002.jpgI'm compiling on expert compile settings using a slightly modified "HDR Full Compile -final (slow!)" setting.
-lights lights_tf2.rad -both -staticproppolys -staticproplighting -textureshadows -game $gamedir $path\$file
How do I fix the brighter skybox props?
Do I recompile them with different settings, I used the same qc file settings as my other models, they are just 16x smaller.
- Code: Select all
$modelname props_decker/TF2_ShipSmokeStack.mdl
$body "Body" "TF2_ShipSmokeStack.smd"
$cdmaterials models/props_decker/
$staticprop [b]//Is this the problem? should skybox props be compiled as something else?[/b]
$upaxis z
$sequence "idle" "TF2_ShipSmokeStack" fps 30
Do I manually adjust each texture to not be much darker and hope it matches?
Do I use different map compile settings?