Big Open Room Suggestions ?

Toxindude

L3: Member
Aug 2, 2012
103
4
I have this large open room captured in the shots below. Having trouble trying to fill it. Looking for suggestions. There is a large dock door non functional. I thought about placing a truck in the center with some crates around it but scrapped that idea since I'm trying not to just spam the room. In the first shot the dock door is on the left and next to that is a spawn room. On the right you can see a trigger brush that is a door into another area.

https://dl.dropboxusercontent.com/u/31166572/hammer 2013-06-10 11-57-12-68.JPG

https://dl.dropboxusercontent.com/u/31166572/hammer 2013-06-10 11-57-22-78.JPG
 

Toxindude

L3: Member
Aug 2, 2012
103
4
I was thinking about a stockpile room that's why its opened up. I was trying to avoid prop spamming the room with a bunch of crates and stuff. I am trying to keep the ent data down.

Do you guys know of any texture downloads with custom crate textures in them for TF that would be suitable ? I would rather draw out crates than use props. Problem is the only crate textures are the CSS ones. I went threw the downloads section here and didn't spot anything.
 

Deodorant

L6: Sharp Member
Oct 31, 2011
263
214
If you want brushwork crates, I think your best option is to use several brushes with differently aligned woodwall textures; A cube with vertical plank patterns as the bulk, and 1 unit thick horizontally patterned brushes just wide enough to look like a single plank wrapped around the edges. And, I suppose, a blockbullets brush on the parts that aren't covered by the single planks, to make all the sides flat as not to mess up explosion physics and stuff.
 
Last edited:

henke37

aa
Sep 23, 2011
2,075
515
Static props don't count for the entdata chunk. Nor do they consume entdicts.