[WIP] dod_map
PanFrie
01-02-2005, 08:28 PM
ok, so this map is based pretty well off of carta2, although it looks nothing like it... im tryin to find out who made carta/carta2 and ask them if they would let me do this... its actually my first map ever completed and released, so here are the screen shots:
Allied spawn (i wanna use the cow for this (http://www.dayofdefeat.com/forums/showthread.php?s=&threadid=44914) )
[/url]
Axis spawn
(http://img75.exs.cx/my.php?loc=img75&image=atracalliedspawn5hr.png)
Axis street looking at spawn
Axis street
(http://img75.exs.cx/my.php?loc=img75&image=atracaxisstreetspawn2rr.png)
Middle Street
Looking out of Allied spawn
(http://img5.exs.cx/my.php?loc=img5&image=atracmidstreet3bd.png)
Looking out of Axis spawn
[url=http://img156.exs.cx/my.php?loc=img156&image=atracoutofaxisspawn0vj.png]
Jello_Biafra
01-03-2005, 10:52 PM
Really? This is your first map?
Gorbachev
01-03-2005, 11:51 PM
I think Haircut made carta.
haircut
01-04-2005, 03:33 AM
Yup.
Anything that's available off my webby, that is mine, is there for everyone to use. Go for it PanFrie.
PanFrie
01-04-2005, 08:01 AM
thanks haircut, i sent you an email before i got a chance to check the reply (forums wernt workin) thanks!
Really? This is your first map?
yup... so does it look any good at all? i know its kinda small, but il make it bigger eventually...
oh yea... forget to mention, i need a name for it too... suggestions? i was thinkin dod_Atrac (carta backwards :-P)
travis
01-04-2005, 08:44 AM
OMG ITS BLACK MESA!
OMG ITS HEDGES WITHOUT BLUE/SKY FACES!
OMG ITS VIS ERRORS CAUSED BY POOR BRUSHWORK!
OMG ITS A BIG YELLOW WALL!
OMG ITS A FCUKING WEIRD LOOKING CRATER!
OMG ITS A WEIRD FENCE PROBABLY DUE TO IT BEING ILLUSIONARY WITH MODE ADDITIVE!
Sproily
01-04-2005, 09:02 AM
Emm....... are you ok?
PanFrie
01-04-2005, 09:55 AM
yea, im workin on the sky thing...
no, there wenr tany errors...
hmm.... maybe that wall DOES need something to make it not look so... bare...
that crater is pimp dude! may nee to make it rounder tho... how else would i make the fence? func_wall? but then you will be able to see the bullet holes in the clear parts (btw it looks perfect up close...
travis
01-04-2005, 10:32 AM
theres more to entities than just their names.....
put a blue or sky texture on all non visible faces of your hedge, change that fence to func_illisionary --> solid, thats my suggestion. Errors arent just restricted to what shows up in the compile log.... that busted wall has some serious vis issues, all caused by poor brushwork so i suggest you edit all those brushes and make sure they all line up nice to the corners of grids, then those cracks wont appear.
PanFrie
01-04-2005, 11:29 AM
all the non visible sides are {blue
the fence i did func_ilusionary --> texture 255, then i copied the walls and made it CLIP and put it over, il try what you suggested tho
thanks for the... critisism :-P
LATER:
ok, so im at home now, i did what you suggested, and it worked, looks ALOT nicer
i also fixed the wall, and it looks better. thanks
travis
01-04-2005, 02:44 PM
Originally posted by PanFrie
all the non visible sides are {blue
the fence i did func_ilusionary --> texture 255, then i copied the walls and made it CLIP and put it over, il try what you suggested tho
thanks for the... critisism :-P
LATER:
ok, so im at home now, i did what you suggested, and it worked, looks ALOT nicer
i also fixed the wall, and it looks better. thanks
dont put it as texture, use "solid" you get better results from.
Gorbachev
01-04-2005, 05:40 PM
If you want a texture to look normal and nothing more than just leave it as rendermode "normal" (This would be for something like a brush-based sandbag, box, rubble pile, etc.) "Solid" if it has the trueblue (or whatever the last in the palatte is) and "texture" if you want a solid texture to be a bit see-through (i.e. glass.)
For the normal setting leave the amount at 0.
For Solid make the amount 255.
For texture 0 is fully transparent and 255 is fully solid, but won't be affected by light very well so it'll end up "glowing" slightly. Which is why it's best to go with "normal" if you don't want any transparency effects.
PanFrie
01-04-2005, 07:54 PM
thatnks alot guys, woked like a charm, looks better now, even from far distances. now i need to widen the map...
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