Yeah Kat, I figured something from star trek for some reason, but then dismissed that idea since I've never really watched star trek and probably would have no idea what I was talking about. Maybe it was the pant legs that gave it away?
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
voodoochopstiks wrote:.. Maybe it was the pant legs that gave it away?
It's probably supposed to be a cowboy but until rep say's what it is we're just guessing.! But yeah it's the straight and clean lines, unless it's bad modelling.. hehe
@ Sonic, yea, mentioned on the page before, this (its a CSS map)
The pic above is more a test of using the terrain system in Source, I was thinking of making a HL2 DM map using the theme I used in my PN2 map for Q3, since I like the yellow light and the fog...
@ Odi, hmm... I don't know. I haven't tried that, and I've seen none. And I'm also sure that valve would have used it in some map inside Hl2 if it was possible within HL2s own ent sphere... I think its possible in a mod, its really not that hard I think. Serious Sam has some serious gravity flips
Thanks, thats actually what Im planning, its built into the side of a large mountain/cliff. Im trying to make the terrain in maya, but Im not too famliar with the program so it may take a lil bit to get the hang of things before I can add that in to the map.
Oh come on scrotch, dont be fooled man. Doom 3 can do some great tricks with skies, get rid of that crappy low res sky box and add some sweet cloud effect with sun sprite glow.
DispEd is a utility designed to be used with Valve's Hammer editor to allow various customisable geometric shapes to be created using Displacements for HL2 and CS:S maps in the style of the Patches of the Q3 engine. The built-in editor for displacements is great for editing terrain but not so good for precise shapes. DispEd is designed to address this issue by allowing the creation of -
@ Seremtan, the displacement system in source sucks for other than terrain, since the displacements can't get any simpler than power of two, they need to be like .5 to be good for arches with out taking more resources than a brush would do. I tried alot, believe me.
ScrotcH' wrote:
I really like this, I like it alot, espec the last pic!
Hipshot wrote:@ Seremtan, the displacement system in source sucks for other than terrain, since the displacements can't get any simpler than power of two, they need to be like .5 to be good for arches with out taking more resources than a brush would do. I tried alot, believe me.
arches, yes. but curved roads, where the texture follows the curve like on a patch, that's a different matter.
True, true, but I see no usage of that yet, also I tried that app a while ago, for some reason, it won't work on my comp any good... something with the 3d-view. Hmm, actually, it could be cool to make a road like that in my map... I'll think about it, need to get the app working cause fine manual displace editing in Hammer sucks arse.