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Mapper
Sept 10, 2009 14:42:27 GMT -5
Post by vimelin on Sept 10, 2009 14:42:27 GMT -5
Lol Iam not gonna continue the argue you nearly started, I just wanted to see your work with displacements since I showed displacement work for manio when I joined. Displacements is one of the most important thing to make a good looking outsidemap and this mod will have many of thoose. I didn't meant to be rude when I said your TF2 map was blocky. BTW nice work you made there I can suggest to use some env_smokestack entities where the "waterfall" touch the water to make a nice effect. Blaaah my english suck but i will explain what I mean with the env_smokestack entities sometime in the near future.
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Mapper
Sept 10, 2009 14:51:37 GMT -5
Post by vimelin on Sept 10, 2009 14:51:37 GMT -5
Here is what I meant with env_smokestack entities that I placed close to the waterfall. This was a test map I made to show some work for manio before I joined the team. The smoke effect make the waterfall look more realistic.
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Mapper
Sept 10, 2009 15:39:20 GMT -5
Post by cheesemoo0 on Sept 10, 2009 15:39:20 GMT -5
Thanks for the advice, but there is no need for that. I mentioned in my post that after I made that map I found out that HL2:EP2 has very nice particle effects for waterfall. This includes the waterfall, spray, and splash. Hence no need for func_smokestack. Smokestack is a particle effect, but very specialized. The smokestack effect would not look quite right anyway. I'm not even sure why they made a whole entity for it.
Whenever I get my assignment and if it includes a waterfall I will show the right way to do it.
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Manio
New Member
Posts: 2
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Mapper
Sept 10, 2009 15:41:32 GMT -5
Post by Manio on Sept 10, 2009 15:41:32 GMT -5
Locked. Due to this thread serving it's purpose.
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