Episode04 TF2 CTF The Damned Part04

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This is the final video where i focus entirely on my TF2 CTF map. This is the art phase and this is when the map really begins to look like a map!

Download the map here:

Twitter: @zZCastleZz

Music Credits:
Song: Snuff by The Razorblade Dolls

Thank you Skar!!
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Hey Everyone!

"valve managed to do the angled wall texture too.
it would have helped using the alt+rightclick method to get the perfect angle."

Nothing i do seems to be working to get this right. Strange.

"detail is only beeing used at places where it is actually needed. the more important an area, the more detail is beeing used. look at random places of ctf_2fort. you might find shockingly blank walls which you never noticed during gameplay."

Does it seem to you that I have not followed the rule of density of detail? Can you give any more examples?

"you dont have to drag the origin to the center manualy. right click it in the 2D view and select "move to center"(or somethin' like that)."

Thanks!

"displacements dont have to be rectangular. all they need is 4 vertecies on a plane. knowing this makes natural stuff easier, as you can change the shape a lot."

Aha that is something I needed to know.

"You can change these models easily. First you need to extract them using gcf scape. Decompile the model with crowbar. Edit the SMD (model file) with 3ds max (with wallworm tool) and then recompile it modified. That's the short version but the tf2maps chat would probably help with the inbetween parts."

I feared a solution like this would rear its head for me to fix those damn wires! bleh!


I'll definitely look into this.

"HOLY SHIT THAT OUTRO IS LOUD"

whoops ><

RussellMeakimCastleDoes
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valve managed to do the angled wall texture too.
it would have helped using the alt+rightclick method to get the perfect angle.

detail is only beeing used at places where it is actually needed. the more important an area, the more detail is beeing used. look at random places of ctf_2fort. you might find shockingly blank walls which you never noticed during gameplay.

you dont have to drag the origin to the center manualy. right click it in the 2D view and select "move to center"(or somethin' like that).

displacements dont have to be rectangular. all they need is 4 vertecies on a plane. knowing this makes natural stuff easier, as you can change the shape a lot.

(couldnt watch entire video. stopped at the 30 minute mark. i will watch it later today)

Tumbolisu