
helldeath360
Joined: May 23, 2015
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Posted: Jan 10, 2017 09:54 PM
Msg. 1 of 5
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jan 11, 2017 11:03 AM
Msg. 2 of 5
Thr quality of the uv's in this map are much better than any of your previous releases. Though there is still room for improvement in some places.
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helldeath360
Joined: May 23, 2015
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Posted: Jan 11, 2017 02:17 PM
Msg. 3 of 5
Thank you, i've been watching a lot of old tutorials, and now i know how to fix the lightmaps mistakes and triangles, and yes, i could have added more things,
by the way, do you know how to add waterfall, becuase when i create the plane and use the timberland's , when i compile the map doesn't work
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Jan 11, 2017 02:33 PM
Msg. 4 of 5
you have to give it the proper material modifier in your modeling program of choice. I believe you could get away with two-sided, which just means you add a % at the end of your material name. Lets say your material is named "waterfall" in 3DS Max (most common program used here). To make it compile properly, you would want to do name the material "waterfall%" without the quotes. For further reference, you can search here http://hce.halomaps.org/hek/index.html?start=references/general/materials_overview.html
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DeadHamster
Joined: Jun 8, 2014
https://discord.gg/Neu4EJM
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Posted: Jan 11, 2017 05:49 PM
Msg. 5 of 5
Quote: --- Original message by: R93_Sniper I believe you could get away with two-sided, which just means you add a % at the end of your material name.
You'll want render-only as well.
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