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Old 05-28-2006, 01:15 AM   #101
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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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Old 05-28-2006, 01:52 AM   #102
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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:
Image:warning.png Warning: by TorQue[MoD] - This will also make the 2D views in Hammer disappear and the model browser will crash if you try to browse the models in Hammer. Shutting down steam and restarting Hammer will fix the 2D view and model browser, however for me personally this only made the ATI graphic tearing worse whereas before it was only affecting models, now it affects the entire 3D window for me.
Mine goes crazy with brush work, models, (everything), and no 2d view. Lets see if i can fix it now :X

edit 2: no luck

Last edited by o_alligator; 05-28-2006 at 02:00 AM.
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Old 05-28-2006, 08:14 AM   #103
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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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Old 05-28-2006, 12:28 PM   #104
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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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Old 05-29-2006, 04:10 AM   #105
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Bleh, I can't texture map.

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Old 05-29-2006, 04:18 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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Old 05-29-2006, 04:34 AM   #107
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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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Old 05-29-2006, 04:54 AM   #108
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Oh, okay.
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Old 05-29-2006, 05:26 AM   #109
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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 05:48 AM.
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Old 05-29-2006, 06:26 AM   #110
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Looks like it's going to be a bitch to get to the Cap point
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Old 05-29-2006, 09:16 AM   #111
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Quote:
Originally Posted by GeoKill----->
Looks like it's going to be a bitch to get to the Cap point
Which is awesome, epic struggles ftw

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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Old 05-29-2006, 10:32 AM   #112
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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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Old 05-29-2006, 11:15 AM   #113
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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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Old 05-29-2006, 01:28 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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Old 05-29-2006, 09:14 PM   #115
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Quote:
Originally Posted by Own3r
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?
Assuming that the offense is given concs from the start. They aren't in Dustbowl.
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Old 05-29-2006, 09:23 PM   #116
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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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Old 05-29-2006, 09:55 PM   #117
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Point 3's gonna be a bitch.
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Old 05-30-2006, 07:05 AM   #118
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umm just pipe the flag carrier to the cp once the lift gets up?
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Old 05-30-2006, 09:49 AM   #119
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Quote:
Originally Posted by Nezumi
This probably isn't a good sign:



I just loooove when automatic updates break the editor.
automatic updates? i just have it now. yesterday it worked fine, now all models are like that
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Old 05-30-2006, 11:13 AM   #120
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Quote:
Originally Posted by kam
umm just pipe the flag carrier to the cp once the lift gets up?
or detpack up, maybe even well timed sniper shot say from bottom of ramp one wud get them up
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