07-19-2006, 06:24 AM | #1 |
Join Date: Mar 2005
Posts Rated Helpful 2 Times
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Textures in SD2 for FF
http://www.fortress-forever.com/medi...hutdown2_6.jpg
In that picture, the metallic texture on the two pillars at the very bottom doesn't extend all the way around. Care telling us why, kermit :P? Also, the textures on the brushes on the walls don't seem to be matched up very well either. I'm not complaining about it, only pointing it out so it can be fixed . |
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07-19-2006, 06:45 AM | #2 |
Join Date: Feb 2005
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that bothers me alot every time i look at it.
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07-19-2006, 07:21 AM | #3 |
Join Date: Jun 2005
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looks like it might be a spy in the background of that picture
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07-19-2006, 08:03 AM | #4 |
Join Date: Mar 2005
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calm down. is it released? is it final? no, no.
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07-19-2006, 08:17 AM | #5 |
Join Date: Feb 2006
Location: East Coast, USA
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I don't think the OP is upset enough to be told to calm down. I was thinking about pointing the texturing errors out as well. For the greater good and all that.
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07-19-2006, 04:42 PM | #6 | |
Retired FF Staff
Join Date: Jan 2005
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Quote:
The texture glitch is just a glitch, and it'll be fixed (the map is a W.I.P., afterall). I think the shot is cool enough even with it, so hence it's posted for ya'll.
__________________
schtoofa Fortress Forever Team Cheerleader |
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07-19-2006, 11:58 PM | #7 | ||
Join Date: Mar 2005
Posts Rated Helpful 2 Times
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Quote:
Quote:
And thanks for posting schtoofa . I'm not trying to be critical at all, just wanted to make sure that you guys were aware. |
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07-20-2006, 04:49 AM | #8 |
Join Date: Jun 2005
Location: Texas
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If the map were something I had built and a map where testing took place, I doubt things like that are going to go unnoticed before the official release. We're not even at a beta yet so there's plenty of time to go back and fix things like that later. I'm sure critical bugs are higher in priority right now.
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07-20-2006, 06:23 PM | #9 |
Join Date: Mar 2005
Posts Rated Helpful 2 Times
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I know, I was merely pointing it out as a security thing. The FF mappers are all great people, and busy, and any bit of help I'm sure they don't mind.*
*Please correct me if I'm wrong, I only wish to help... NOT RULE ZE WORLD... |
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07-21-2006, 06:21 AM | #10 |
Join Date: Jan 2005
Location: Davis, CA
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Go around a CS:S valve-made map with no-clip on some time. You would be so surprised at the number of half-assed shortcuts they have made that you don't normally notice. Bottom line: most of this stuff won't be noticed in game. Even things that seem blatant in screenshots.
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07-21-2006, 06:30 AM | #11 |
Join Date: Feb 2006
Location: East Coast, USA
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Like what (I'm purely curious)?
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07-21-2006, 07:42 AM | #12 |
Join Date: Dec 2004
Location: Melbourne
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It's called optimisation? But please give us some examples.
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07-22-2006, 11:16 PM | #13 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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Everything about Aztec :/
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07-23-2006, 06:32 AM | #14 |
Join Date: Jan 2005
Location: Davis, CA
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Well it's not called optimization, I know what that is... it has nothing to do with that. I am currently remaking the sof2 map mp_finca for Counter-Strike: Source, and I am using de_inferno's style... so I've been spending a ton of time in that map with noclip. There are a lot of textures that do not line up correctly, or just don't really make any sense. Take a look at the walkway leading around the chapel towards bomb site b (the fountain) from the terrorist spawn, and look closely at the roof where it meets the pillars.
Or look around the CT spawn area at the brick archway wall and stuff, and the stairs. The pillars, once again. There are other areas too but the bottom line is most of these things aren't noticed by the average player, so it's not a big deal. |
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