08-20-2011, 05:00 AM
(This post was last modified: 08-20-2011, 05:02 AM by Lord Canistra.)
nowego4: Here you can see how a part of map looks with detail brushes hidden. Hex panels are models and the remaining detail you see is a patchwork. Don't worry, I've been working with Half-Life/2 engines for quite a time (Source engine is somewhat similar to Xonotic in it's optimization capabilities) and I know what BSP is and how it's used by the game. Once all the decorations are added, the main shaft might be a bit of trouble to make it run smooth and fast, but I'll surely do my best there.
unfa: I don't really like the idea of using existing Xonotic textures, since they have already been overused in lots of maps. Moreover, only few of them might fit to what I'm doing. I made those textures with .werkkzeug 3 TE, liek this. It's a procedural texture generation tool from a certain demogroup called Farbrausch.
unfa: I don't really like the idea of using existing Xonotic textures, since they have already been overused in lots of maps. Moreover, only few of them might fit to what I'm doing. I made those textures with .werkkzeug 3 TE, liek this. It's a procedural texture generation tool from a certain demogroup called Farbrausch.