de_monastery

Reveal what you have made so far and get feedback on development.

Re: de_monastery

Postby Warfare on Mon May 07, 2012 8:17 pm

Hollow wrote:Looks pretty cool, except those are some insanely square cliffs and it's taking the believability out of the interesting location choice. It's not doing the actual monastery (which looks great) any favours right now in making it stand out. It might also be the rock texture that currently looks a little too repetitive.


Thanks :)

Yes I have to redo most cliffs, especially the ones you can see at the terrorist spawn. I was already redoing them and I think they look better now. I can't be bothered compiling the whole thing now, but I will post some hammer shots tomorrow, and then you can tell me what you think, again :).

Also thanks for reminding me I needed to scale the texture up, made them 1024x1024 just so it looks less repetitive, yet I forgot to scale them in hammer...

Here's one last screenshot for today: Bumpmaps!! :D

Image

I know the candles still look shitty, but I haven't been able to install propper yet! :wink:
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Re: de_monastery

Postby Smurftyours on Mon May 07, 2012 8:59 pm

Dives wrote:
Warfare wrote:
Smurftyours wrote:Too many vertices on that face is what is most likely causing those errors.


They are square brushes, nothing fancy.


World brush faces get split up in complicated ways when they are being touched by other world brushes. func_detail as much as you can.

This vertex erroring can happen with func_details too.
jangalomph wrote:Wise words from a wise man. ^
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Re: de_monastery

Postby Warfare on Mon May 07, 2012 9:37 pm

Ok, so it's a vertex error? How can I fix it? I can't func_detail them all, since some of them are brushes that seal rooms, and doing that will cause vvis's going berserk on me.
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Re: de_monastery

Postby Smurftyours on Mon May 07, 2012 9:44 pm

In your case I would suggest rather clipping or expanding the offending brushes. In my case of scenario I was forced to use a func_brush because the amount of vertices I had was too much for hammer BSP (func details as well) to compile without failure.
jangalomph wrote:Wise words from a wise man. ^
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Re: de_monastery

Postby Stormy on Wed May 09, 2012 10:56 am

Warfare wrote:Maybe someone on the forums could make a model for me?

Ok

Image

Compiled files (unzip in your mod directory)
You might want to do a retexture because the texture on there is crap so: Source files
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