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  #181  
Old 10-31-2010, 07:08 AM
vip08 Offline
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jeezzz 45 fps, never went so far that I need to start with....how you call it? optimizing? EWWW!
well dont worry most stuff is func_detail, guess I need to start with areaportals and Hints and maybe occluders D:....so my question, all good if I put areaportals on the doors ?




gnaaa Waz and JB add me at Steam so I can spam you at steam friends. Youre the only ones giving me criticism.

Last edited by vip08 : 10-31-2010 at 07:16 AM.
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  #182  
Old 10-31-2010, 02:25 PM
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Still WIP, skybox is placeholder.
Probably going for ZPH on this one.

A fortified encampment is besieged by the undead within its own walls.



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Last edited by The Doctor : 10-31-2010 at 02:27 PM.
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  #183  
Old 10-31-2010, 02:32 PM
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Looks interesting doctor.
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  #184  
Old 10-31-2010, 03:05 PM
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About 80% done.






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  #185  
Old 10-31-2010, 03:20 PM
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The map itself is nice, but do one of two things: kill the fog (or fix it to match the skybox) or change the skybox to the swampfog one.
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  #186  
Old 11-01-2010, 02:58 AM
vip08 Offline
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use this method to get the skybox blended with the fog

http://www.twhl.co.za/tutorial.php?id=167
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  #187  
Old 11-02-2010, 06:51 AM
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It is indeed. Best way to do it.
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  #188  
Old 11-04-2010, 03:26 PM
vip08 Offline
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Been working lately improving my skills on displacments and the outcome is this:







I might re-make the ground of zpo_zombodesert, similar to the pictures I posted.
improvments? (I know theres still few decals missing on the mountains,I might add a road above it,pillars and stuff)
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  #189  
Old 11-05-2010, 01:21 PM
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been working abit more on the envirnoment, the fog might be abit too thick, its density is .8










another version:




I prefer this one, desert is too common for me , but adding folliage will be a problem.

Last edited by vip08 : 11-05-2010 at 03:36 PM.
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  #190  
Old 11-05-2010, 06:51 PM
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Good to see some STALKER models being put to use ;D not bad, but I'd suggest more foliage and greater variations in textures, so stick in some shrubs, some rocks, and use a texture blended with, say, a rock texture or perhaps a different shade of grass or mud. Just add variation in general.
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