31 December 2009
29 December 2009
Speed Mapping
by MangyCarface @Nodraw.net
There are a few things you can do to greatly improve the speed at which you map. I’ll be going through a few of these things, point by point, but you must use them in practice in order to get faster!
Read more...
24 December 2009
20 December 2009
Source Engine Dynamic Water Demo
by Jimmy42222
I know somebody has already done this but they were being all bitchy about not telling how they did it. I, however, will happily tell you how it works. The whole this is an info_particle system, stored in the little orange box (hah, pun). The info_particle_system is set to trace all around it with a trace collision property.
Here's a download link if you want to play around with it. If you do it in GMod you don't need the particle_manifest.txt file.
http://www.filefront.com/15188993/dynamic.zip
13 December 2009
Optimization in Source: A Practical Demonstration
Label
Area Portal,
Displacements,
English,
Fog,
func_detail,
func_door,
func_lod,
Hint,
Lightmap,
Occluder,
Optimization,
Tutorial,
Visibility,
Water
by MangyCarface @Nodraw.net
Optimization is one of the least understood parts of mapping in source; there is a lot of hearsay on the matter and generally the topic can appear overwhelming to new mappers. Today we’re going to discuss how optimization in source works, not from a theoretical approach, but from an example-by-example method that will hopefully bring us around to understanding the underlying theory. When implemented correctly, good optimization can be more beautiful than the aesthetics of a map itself. Read more ...
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