Dust II a2
A map created to test lighting in TF2 and for a future map
The "NEW" Dust II from CS:GO
I made this map to test lighting in TF2.
Issues:
- Ambient lighting is different than in CS:GO. I will try to adjust some values.
- Poor lighting on props and some disps
- Most props don't have .vtx80, so you probably won't see any prop if you are in DirectX8. For now, I'm not compiling with -StaticPropPolys -StaticPropLighting and -TextureShadows, since as almost no prop has .vtx80, game crashes on loading
- If you don't have a dedicated GPU this map probably will run poorly. Why? Not sure, probably because this map is almost made of displacements, instead of brushes, so I can use texture blending and making textures not having a repetitive texture.
- There are missing walls with floating props. This is due the fact that Hammer won't compile func_detail if they are created from destroyed displacements No lol, some func_details had disps on them
Credits:
Valve - CS:GO assets
I made this map to test lighting in TF2.
Issues:
- Ambient lighting is different than in CS:GO. I will try to adjust some values.
- Poor lighting on props and some disps
- Most props don't have .vtx80, so you probably won't see any prop if you are in DirectX8. For now, I'm not compiling with -StaticPropPolys -StaticPropLighting and -TextureShadows, since as almost no prop has .vtx80, game crashes on loading
- If you don't have a dedicated GPU this map probably will run poorly. Why? Not sure, probably because this map is almost made of displacements, instead of brushes, so I can use texture blending and making textures not having a repetitive texture.
Credits:
Valve - CS:GO assets
- Steam Workshop Link
- https://steamcommunity.com/sharedfiles/filedetails/?id=2800455863