03-07-2008, 06:09 PM | #21 |
Its over nine thousands!!!
Join Date: Nov 2007
Location: Poland
Class/Position: midmap pyro / o spy Gametype: AvD Posts Rated Helpful 0 Times
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It will rock, if you put some big crates/other objects inside. Empty map = lose. Simple, isnt it?
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03-07-2008, 08:00 PM | #22 |
Join Date: Mar 2007
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03-07-2008, 08:02 PM | #23 |
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Fortress Forever Staff Join Date: Sep 2007
Location: Greeley, CO
Class/Position: Med / Solly Gametype: PAYLOAD Affiliations: DET- Posts Rated Helpful 19 Times
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Nice job on the thumb nails and it's looking very nice man!
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03-07-2008, 08:06 PM | #24 |
Join Date: Mar 2007
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Well u'll now have to wait till sunday night for the next update as i cant be bothered any more tonight :P
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03-07-2008, 08:10 PM | #25 |
Wiki Team
Fortress Forever Staff Join Date: Sep 2007
Location: Greeley, CO
Class/Position: Med / Solly Gametype: PAYLOAD Affiliations: DET- Posts Rated Helpful 19 Times
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rgr...just keep em coming!
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03-07-2008, 10:37 PM | #26 | |
FF LOL
Join Date: Sep 2007
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Quote:
For the simplest idea, check out net_graph 1 in the console, to get an fps meter in your bottom right hand corner. For real analysis, type +showbudget in the console (and -showbudget to get rid of it). Pay attention to which bars are spiking and where and how much. The length of the bar corresponds to the time in milliseconds it's taking for the engine to compute that specific thing. For an explanation of what each one measures, click here Other helpfull stuff for you will be mat_wireframe 0/1/2/3 and mat_leafvis 0/1 to see what is being rendered when and what leaf you are in at any one time. |
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03-09-2008, 09:06 PM | #27 |
D&A Member
Wiki Team Fortress Forever Staff Join Date: Apr 2007
Posts Rated Helpful 31 Times
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Looks good. I've got some lighting tips:
On the indoor shot, look at those walls where the sunlight is hitting. If you go into Hammer and turn the luxel size(or lightmap resolution or whatever) of those faces down to 4 or so, those shadows will start lookng sexy. You are going to have to work more on this area because it's still very dim. On the outdoor part: Those spotlights look way too bright. Any light of reasonable brightness wouldn't be visible in direct sunlight. |
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03-09-2008, 09:30 PM | #28 | |
Holy shit, thats kerrigan!
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Join Date: Sep 2007
Class/Position: D, whatever the team needs, usually engy Gametype: AvD Affiliations: None Posts Rated Helpful 1 Times
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Quote:
it shows exactly what would be running you down. refraction, reflection, textures, etc mr. happy beat me to it |
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03-09-2008, 09:30 PM | #29 |
Join Date: Mar 2007
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They only look bright because i've yet to assign any sort of lighting inside yet. thats just the lighting from the lights.rad i think?
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03-11-2008, 11:22 PM | #30 |
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03-11-2008, 11:53 PM | #31 |
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Fortress Forever Staff Join Date: Sep 2007
Location: Greeley, CO
Class/Position: Med / Solly Gametype: PAYLOAD Affiliations: DET- Posts Rated Helpful 19 Times
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looking good man!
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03-31-2008, 02:07 PM | #32 |
Wiki Team
Fortress Forever Staff Join Date: Sep 2007
Location: Greeley, CO
Class/Position: Med / Solly Gametype: PAYLOAD Affiliations: DET- Posts Rated Helpful 19 Times
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Hey flexy any update?
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(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf (Beta) alchimy_b1 (Lua) base_payload_2015 (Models) props_trainyard |
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03-31-2008, 04:50 PM | #33 |
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Fortress Forever Staff Join Date: Mar 2007
Class/Position: Sabotaging your shit. Affiliations: :}|, mimic, /KBN/ Posts Rated Helpful 0 Times
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tf2_flexibilty2 eh? TRAITOR
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04-07-2008, 05:54 PM | #34 |
Join Date: Mar 2007
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Sorry i vanished for so long, not had a chance just recently to work on the map though will get back onto it when i can.
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04-07-2008, 06:36 PM | #35 |
OHH! OHHH NOOO!
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Beta Tester Join Date: Mar 2007
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What's up with the tf2_flexibility? Huh? HUUUH?
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What was left of my sanity implored me not to enter...but that voice was just a whisper now. |
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04-07-2008, 09:36 PM | #36 | |
Retired FF Staff
Join Date: Mar 2007
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Quote:
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I Love GenghisTron . I miss you sooooo Much. LOL. |
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