05-28-2007, 03:22 PM | #41 |
Join Date: Apr 2007
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everybody say woot for the 1st (custom) texture added, i actually cheated and used the model of the airvent i had done for a garden picture i did a long time ago
( http://forums.cgsociety.org/showthre...ght=west+hills ) that never even got rendered, i just rendered it and painted on it , |
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05-28-2007, 06:05 PM | #42 |
Custom mapper
Join Date: Mar 2007
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Before you worry about textures and all that could you get dev textures on there? (search dev on texture filter) orange walls grey floors etc so we can have a look at this layout?
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05-28-2007, 06:30 PM | #43 |
Join Date: Apr 2007
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well i really had hoped to make only what i needed to, texture it then copy and paste it to mirror it for the other side , and then again for the blue base that way i only have to texture/scale/orient things once (besides the team colors) i know its easy to copy the textures scale/oriention but i really had not wanted to besides if i send the map i can just include the textures couldnt i? is there some other reason i am missing for using the dev textures? i guess i could use the dev textures on sertain things like the main wall ( plan on doing some serious detail ) and such, but if i even gave the map out right now , things like the air vent you would not know that there would be a window there because it would have been a dev texture,,,
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05-28-2007, 08:04 PM | #44 |
Beta than eva'
Join Date: Mar 2007
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he's just saying its harder to see the layout when everything's the same shade yellow.
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05-28-2007, 09:07 PM | #45 |
Fortress Forever Staff
Join Date: Mar 2007
Location: Baton Rouge
Class/Position: Spy Affiliations: -=DoM=- Posts Rated Helpful 0 Times
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i never use the dev textures..
texture it as you want it..then copy it and paste into a new map then replace all of the colored textures with the opposing teams textures. then paste back into the map.
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-------------------------------FF_Rock2(WIP)------------------------------ ---------------------------FF_RedGiant(Released)------------------------- --------------------------FF_Fragzone_G(Released)------------------------ --------------------------FF_Civibash_G(Released)------------------------ -------------------FF_Conc_G1(WIP)-------------------- -------------------FF_Hollow_G(WIP)--------------------- |
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05-28-2007, 09:33 PM | #46 |
Join Date: Mar 2007
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I use dev textures so I can go back and replace all of them with nodraw.
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05-28-2007, 11:27 PM | #47 |
Join Date: Apr 2007
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well i used the dev ( that orange texture ) on the map and you couldnt make out anything, it was like a big orange fog , anyways i picked a random puke like brick texture, here is the REALLY early version ... i finnaly got gravity to work off the bat , and the wind tunnels finnaly work without banging your head on the ceiling or , well hovering for 5 mins , bad thing about hl2dm is you have no air control so it might change again after ff comes out and i can see whats its going to work like ... keep in mind this is way before the other side has been pasted , and also the blue teams side pasted.. that is if you can make anything out in the pukeness of fullbright... unzip to the hl2dm folder , i included the 1st 2 new textures... mainly to show whats there ...
http://files.filefront.com/ff_hallof.../fileinfo.html or here if filefronts beeing a tard |
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05-29-2007, 12:23 AM | #48 |
Beta than eva'
Join Date: Mar 2007
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lose the low gravity. otherwise it looks like its going to be a fun map to play. I say replace the gravity with bouncepads (or ones like the ones in spaceball)
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05-29-2007, 01:10 AM | #49 |
Join Date: Apr 2007
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damnit i knew i should have done my own map consept 1st
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05-29-2007, 11:36 AM | #50 |
Custom mapper
Join Date: Mar 2007
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I just had a go it was quite a good fun.
Some useful commands: Code:
sv_cheats 1 noclip allows you to fly :) bind space noclip tap on and off spacebar an instant 'conc' :) sv_airaccellerate 50 a bit more air control for you bind mwheelup +jump use mousewheel up for jump since you've bound spacebar to 'conc' Code:
sv_gravity I think the walls on the ground floor need to be further from the side walls a bit, also shown a hint brush position for kicks. Last edited by own3r; 05-29-2007 at 11:41 AM. |
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05-29-2007, 01:15 PM | #51 |
Join Date: Apr 2007
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gravity 4.4x stronger would be ,, more then normal gravity, thus not like the original map , but inline with the other review of do away with lowgrav. as for the vertical push tubes there was 6 in them but i found out whatever the most powerfull push was the one that was actually doing anything ,.. but there is about 3 used right now... as for that wall, eh i cant even tell where that is ... ehmmh and its my map
edit---- oh wait i see it now, ok yea i can add more to the wall Last edited by barronofhellion; 05-29-2007 at 01:22 PM. |
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05-29-2007, 01:50 PM | #52 |
Custom mapper
Join Date: Mar 2007
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With current gravity snipers would have a field day and it would take about 5 minutes to land from a conc UT doesn't have these problems
If you increased gravity to a compromise of reducing airtime but not destroying your hp in 2 falls that would be ideal. It was quite a lot of fun 'concing' around this map via noclip, I think some major fog would be needed though for both performance and to stop the defenders on the other side of the map being sniped from the other side of the map. If i remember this map had a 'strong' green colour scheme in the midfield so maybe some radioactive fog might be apt |
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05-29-2007, 04:19 PM | #53 | |||
Join Date: Apr 2007
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Quote:
Quote:
Quote:
i guess ill name the map FF_HallOfGiants_2007_CTF_Lowgrav and FF_HallOfGiants_2007_CTF god thats a long mapname lol Last edited by barronofhellion; 05-29-2007 at 04:24 PM. |
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05-29-2007, 04:37 PM | #54 |
Custom mapper
Join Date: Mar 2007
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TBH just have the one version, servers than want lowgrav will turn it on in the server.
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05-29-2007, 05:06 PM | #55 |
Join Date: Apr 2007
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well, i guess that would work, defeats me tring to do a port like conversion though
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05-29-2007, 05:11 PM | #56 |
Beta than eva'
Join Date: Mar 2007
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You wouldn't want that anyway. Two different games - it has to be adjusted accordingly.
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05-29-2007, 06:14 PM | #57 |
Join Date: Apr 2007
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well, i did not like geting shot off the pathways and then falling forever and then geting killed by landing on the ground , or missing a jump because i thought i could make it and taking damage as well.
also i plan on doing a cool space looking skybox as well with probaby floaty astriods in the skybox |
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05-29-2007, 08:22 PM | #58 |
Useless
Retired FF Staff
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ff_hallofgiants_2007.lua
ff_hallofgiants_2007_lg.lua problem solved
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05-29-2007, 08:28 PM | #59 |
Join Date: Apr 2007
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pardon my nubnessness but what extention is lua
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05-29-2007, 08:39 PM | #60 |
Useless
Retired FF Staff
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It's a Lua file.
It'll be where all your gameplay shit goes. You won't be doing it with entities like in TFC. Basic shit like CTF will be pre-written for you, so you'll be able to C&P most of it, and the wiki will help you with the rest.
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