If it's going to be something so small, I'd go for a simpler texture like the spawnroom spray can does. Currently, a can like that would be hard to identify on a shelf with that wraparound text.
If it's going to be something so small, I'd go for a simpler texture like the spawnroom spray can does. Currently, a can like that would be hard to identify on a shelf with that wraparound text.
It's cp_glassworks, the chandelier looking ropes in the foreground are around the doomsday devices above last.
I guessed it right then
Am I a cool nerd now?
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Oh, I do have a serious question. Does Source deal with the rugged edges of a round model with smooth lighting, or do I have to increase the face-count dramatically?
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Edit:
Oh, I do have a serious question. Does Source deal with the rugged edges of a round model with smooth lighting, or do I have to increase the face-count dramatically?
Next step: create a blend texture with a stock snow texture. I have no idea how though. Someone pls help.
Did someone say clear ice couldn't refract?
https://developer.valvesoftware.com/wiki/WorldVertexTransition
No, I said it needs a func_brush to work properly.
https://developer.valvesoftware.com/wiki/Refract
I was going to suggest that it's just outdated information from the Half-Life 2 days, but then I remembered that water is a world brush that's allowed refraction since the very beginning, so that's probably not it.Well that whole thing is a world brush and it works perfectly fine. I have no clue why Valve says it only works on a func_brush, as you can see it works perfectly.
Warning: Still Under Construction!
Warning: Still Under Construction!