Model koth_occult assets, the cavern theme v1

You too can make cool looking caves!

  1. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    koth_occult assets, the cavern theme - You too can make cool looking caves!

    With the exception of stalactite_01 to 04, the construction_light02, dirtground005d and rockwall005, this content is given to you as public domain.
    Patronage and crediting is appreciated but in no way mandatory.

    The exceptions listed above are derived from Valve's copyrighted assets, I have no rights to them nor can I sublicense them to you. I'm distributing them because they let me get away with it.



    Assets included in this pack are:
    materials/cavern/blendgroundtosand
    materials/cavern/blendrocktomorerock
    materials/cavern/blendrocktoground
    materials/cavern/blendmorerocktoground
    materials/cavern/dirtground005
    materials/cavern/rock01
    materials/cavern/rockwall005
    materials/cavern/sand01

    models/props_cavern/tripod_light
    models/props_cavern/shielded_light
    models/props_cavern/shielded_light_fixture
    models/props_cavern/construction_light02
    models/props_cavern/ivy01
    models/props_cavern/ivy02
    models/props_cavern/stalactite01
    models/props_cavern/stalactite02
    models/props_cavern/stalactite03
    models/props_cavern/stalactite04
    models/props_cavern/tree_trunk
    models/props_cavern/tree_leaves01
    models/props_cavern/tree_leaves02
    models/props_cavern/vol_light001

    Installation: place the cavern folder in your tf/custom/ folder
     
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  2. Moonrat

    aa Moonrat The end of an era

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    I bet these would be pretty useful in a cave setting, nice work!
     
  3. Malachite Man

    Malachite Man L6: Sharp Member

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    Fubar why are the tree leaves so low poly?
     
  4. CommodoreKong

    CommodoreKong L6: Sharp Member

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    Occult is set entirely underground and the trees are distant props that you see pretty far away in small openings in the cave.
     
  5. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    Not only are the trees distant in my map, they also only needed to look good from a few select angles, meaning they don't have to be as 3D. On top of that, when you use expensive water they get rendered twice so I've been pretty modest with most of the polycounts
     
    Last edited: Aug 12, 2016