A few prefabs are already in a beta state:




Yup.deeahchur wrote:Are there any diagonal roads to connect to those corner pieces?
Definitely not, but points-off-grid are low and most exports from 3DSMax are Maya might created tons of points-off-grid. They are not critical, they might just increase a bit the filesize of the final map. Only thing you have to pay attention on, is the fact that points off grid -can- lead to other more critical problems, but as long you build such things nicely and you know what you do, they won't be a real problem.deeahchur wrote:Your rounded pieces, do they have all their points on the grid?
Absolutely. The good thing about prefabs is not only the fact, that they can be reused. As 'world' (what prefabs actually are), you can still use the level debugger and all other stuff. And as long you use such prefabs, and cleared that they are fine, bug tracking in a map can be redically improved.deeahchur wrote: and it gives me an idea on how to proceed with mine and test little sections to make sure I like them before making a big project out of it, only to find out later that it won't work
This is the problem, it is not done in a just few steps, so it would be a longer tutorial. But when the stuff is shared, you can see how it was done. Basic elements to name: Double-sided polies (in some cases) and evironment-bump-map.deeahchur wrote:a small tutorial