I've just checked a video of source sdk and it looks more easy then GTK I'm out of bandwidth and download it in 2 days
then I'll make a source map two
I have been unnable to continue my work for some time now. And now that Half Life 2 Deathmatch has been upgraded to Valve's most recent engine it got severly broken and I dunno if I'll keep making it for this game.
Either way, for several reasons I still can't map anything atm, so I'll see to that when I can. Maybe I'll port this map into some other game.
Cheers.
@Necror, yes, source SDK is easy to use, but at the same time it has certain limitations.
Good luck.
@Combat-Enforcer, thx for the offer, but I can manage to do normal maps. I use CrazyBump or the NVidia Normalmaps Photoshop plugin.
About the architecture distortion, that's one of source SDK's limitations. it works the same as quake, with bsp geometry, which can't be more than simple flat faces. I tried using displacements but it was getting too complicated and confusing. Displacements are a delicate thing in SDK... But then I was forced to stop mapping...
I'll give it another attempt whenever I can. But that's still one of the things i can't garantee I can do, and tbh, it's saddens me a bit.
Does anyone still have the high res textures WTFO used at the time I made my video here?
I think I lost that version of it, and now I don't know where to get high res textures of DK1 anymore...
Thanks..
http://code.google.com/p/wfto/source..._optimized.bmp
and click view raw file.
Thanks a lot Kyle.
Well, I'm kind of back doing stuff... I don't know if I'll do anything with this but I think I may try something. I've been having some ideas.
Now I just need to recap on Source SDKing and on the gigaton of crap I have on my source backups folder...
And I'll have to convert all the used textures into hires ones... aarrrgh