05-28-2006, 02:15 AM | #101 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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Thanks commander.
And lolz, alligator, you have it worse than me . 3 cheers for automatic updates, yeah? |
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05-28-2006, 02:52 AM | #102 | |
Join Date: Mar 2005
Location: California
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you havent gotten it to work? I can't find a solution to this problem...fucking sucks :/
edit: i think i found the solution thanks to http://www.chatbear.com/board.plm?a=...v=flatold&s=20 .... They updated the workaround.. http://developer.valvesoftware.com/wiki/SDK_workaround Quote:
edit 2: no luck Last edited by o_alligator; 05-28-2006 at 03:00 AM. |
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05-28-2006, 09:14 AM | #103 |
Join Date: May 2005
Location: Oxford, UK
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I've got the same kind of problem, but I'm not wanting to work on my map atm so I'll just wait for valve to fix it and hope it doesn't corrupt my latest version...
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05-28-2006, 01:28 PM | #104 |
Join Date: Mar 2006
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I have a desktop shortcut for Hammer that points directly to sourcesdk\bin\hammer.exe because I can never get anything to work from the SDK menu :P
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05-29-2006, 05:10 AM | #105 |
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Join Date: Jan 2005
Location: CowTown
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05-29-2006, 05:18 AM | #106 |
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Hey, it's not neon green anymore.
Looks pretty good actually. Would it be better to make it smooth, and put the "lines" in with bump mapping?
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05-29-2006, 05:34 AM | #107 |
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Location: CowTown
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The plan is to have the low-poly ingame model be smooth. Hopefully most of the detail of the above high-poly model will be retained in the normal map. Of course, first I have to figure out why the hell XSI keeps crashing when I try and generate one.
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05-29-2006, 05:54 AM | #108 |
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Oh, okay.
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05-29-2006, 06:26 AM | #109 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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My god, Jiggles that looks awesome. This is gonna rule.
Btw, setting the SDK to regular HL2 mode makes the editor run just fine for me, but it compiles even more crazily than normal. So, needless to say, I'm as curious as everyone else to see what this look like when lit: The blue doors at the bottom open and the elevator comes up there, and the cap point is just under the purple arrow at the top. Last edited by o_nezumi; 05-29-2006 at 06:48 AM. |
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05-29-2006, 07:26 AM | #110 |
Join Date: Jan 2005
Location: Fort Worth, Tejas
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Looks like it's going to be a bitch to get to the Cap point
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05-29-2006, 10:16 AM | #111 | |
Join Date: Dec 2004
Location: Bournemouth, England
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Quote:
Not played many maps with mass hills and stuff, looks ace. Thats the cool thing about assault maps, you can be a little more creative, CTF generally has to be symmetrical :/ Well played! God damn i cant wait for this mod |
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05-29-2006, 11:32 AM | #112 |
Join Date: Jun 2005
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the ramp on the second level could u move it further to the left it looks a bit too far over.
How this will play depends on if snipers are involved if so much more cover is required, and how easy it is to conc to the cap point. Will this map feature a cliff route which allows you to get within concing distance of the cap point? |
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05-29-2006, 12:15 PM | #113 |
Join Date: Jan 2005
Location: Finland
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Jiggles, that cactus is getting shape nicely . At first I thought you should blend those crotches together a little more but after browsing through some cactus pictures, nah. Maybe a thrid crotch however?
Here's one howling cactus: |
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05-29-2006, 02:28 PM | #114 |
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Daaamn, that's a crazy-ass cactus
The 3rd cap pt is lookin' sweet, even unlit. |
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05-29-2006, 10:14 PM | #115 | |
Join Date: Feb 2005
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05-29-2006, 10:23 PM | #116 |
Join Date: Feb 2005
Location: Finland
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I'd add some rails in them cliff ramps. Fat HWGuys could snap their legs and scouts their neck in there
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05-29-2006, 10:55 PM | #117 |
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Point 3's gonna be a bitch.
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05-30-2006, 08:05 AM | #118 |
Join Date: Dec 2004
Location: Melbourne
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umm just pipe the flag carrier to the cp once the lift gets up?
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05-30-2006, 10:49 AM | #119 | |
Join Date: Feb 2005
Location: Belgium
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05-30-2006, 12:13 PM | #120 | |
Join Date: Jun 2005
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