Funn

Ateyth

L1: Registered
Jun 11, 2009
3
0
So here is my first tf2 map i think i can call the status of the map beta its a realy small map forced on close combat but also have some nice sniper spots some feed back would be realy nice

and sorry for my awesome english :blushing:
 
Last edited:

Lazy Eskimo

L2: Junior Member
May 17, 2009
74
11
I recommend using a different site to host download of maps. Host it on this site or fpsbanana.
 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
I would recommend not to compile in HDR until the very end, or to use env_tonemap controllers to adjust your HDR settings.
 

Ateyth

L1: Registered
Jun 11, 2009
3
0
I still got 3 main Problems

1 the light (i think it is fixed but we will see after next compile)

2 Check board textures i dont no why but some of my textures got a check board and i dont know how to fix it
1-Karo.jpg



3 black roofs and walls when i lock at some buildings with the sniper scope there black textures without scoup the texures are fine
1-Dach.jpg


hope you got some ideas how i can fix this :confused:
 

Ateyth

L1: Registered
Jun 11, 2009
3
0
Checkboards : you don't have your cubemaps (textures used for reflexions)

Jo got it but there are no reflexions its a mat texure thats why i dont get it where the tiles came from


Black textures : probably used model textures.

Yes i checked it out and the brushes with black textures got all model textures

FIXED !
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
whoaaa if u dont know how to use hdr, better turn it off during compilation
 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
Some materials have reflexions in their description. (water of course, but some tiles floor, glass, metal...) They need cubemap entities in the map and call of buildcubemaps command in game to work approprietely, as I said, look for topics where this is explained.

(The only other reason possible for checkboards is to use broken materials, but you don't use custom ones, I suppose)