https://developer.valvesoftware.com/wiki/Particles_manifest.txt
https://developer.valvesoftware.com/wiki/Particles_manifest.txt
Sky_twilight has random orange line below horizon level in one of the corners. Should never be visible in complete map but could be fixed anyway
Skyboxes are made for sort of horizon and up. Anything below that and Source just stretches the last line of pixels downwards until it hits the intersection of either nodraw or more skybox at the bottom. This wouldn't be an issue with skyboxes that are essentially a gradient (like tf_sky_04 or sky_upward), but as soon as you put detail in there it's gonna look weird. Doublecross is an exception though, as below the horizon the skybox is just a solid white (even though there's no white to be seen in the bottom part of the skybox), visible if you fall down the bridge into the pit. Don't know what's causing that though.most skyboxes are super messed up below the horizon its kind of normal
the few that aren't are exceptions made for maps with cliffs
okay great my email is SCRUBBED I know it sounds childish but I was into minecraft when I made it and for some stupid reason I'm too lazy to get a new one.Hello I am a slightly-experienced mapper who has some drive.
I am interested.
Hi, folks. I have a question.
I see a lot of ssbump VTFs that use BGRA8888 compression rather than DXT1/5. There's one there that's over 10MB. Was the decision to use this compression made because of the need for very high quality with no noticeable compression artifacts? Or is there some other benefit?