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View Poll Results: Rock textures?
nature/blendrockdirt007d (old screens) 54 38.03%
de_dust/rockwall01 (new screens) 48 33.80%
nature/rockwall009b (see hammer) 16 11.27%
halflife/-*out_rk* (hl: source & hl1) 14 9.86%
other (please specify in a post) 10 7.04%
Voters: 142. You may not vote on this poll

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Old 07-17-2005, 09:05 PM   #121
o_ivaqual
 
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i think he wanted a 3d skybox
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Old 07-17-2005, 09:10 PM   #122
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i dont mean to be mean, but that looks horrible

why change the side of the ladder, its a few feet to the left orginally. the whole purpose of the ladder is to extend all the way up to the top where there is another area to stand (spies maybe?)

dont include any floor infront of the ladder as it wasnt there in the original as in the picture...


that texture (the black and yellow stripes) needs to change or be applied somewhere else...i mean where is it coming from? it doesnt fit

and by the way, this is whith EVERY map that isnt done by the FF people, with an exception or two BAD LIGHTING CAUSES THAT UGLY RAINBOW EFFECT, not a skybox

it happens from the saturation being incorrect, either too much or too little causes that to happen

oh and why is there a tree growing randomly out of the base?

your wall and floor don't line up in the fourth picture, blend it better or something

dont make your 3d skybox out of props, make it out of displacements

the bridge picture :/ your rocks dont match up. there is an evident line where they change

please fix this map
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Old 07-18-2005, 03:33 AM   #123
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Quote:
Originally Posted by nagual678
i think he wanted a 3d skybox
3d skyboxes still encorporate regular skyboxes
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Old 07-18-2005, 06:17 AM   #124
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if the ladder goes to the top, you won't be able to drop off half-way, becouse of the func_useable ladder :s

Quote:
and by the way, this is whith EVERY map that isnt done by the FF people, with an exception or two BAD LIGHTING CAUSES THAT UGLY RAINBOW EFFECT, not a skybox
and no, it is the skybox!
never had it before i put in the skybox, and i don't have it anymore without the skybox

Quote:
oh and why is there a tree growing randomly out of the base?
ok, trees grows where they want, most likely on flat surface or on a clif where there is some flat space, like just on top of the base

if somebody else complains about it, i wil remove it
Quote:
your wall and floor don't line up in the fourth picture, blend it better or something
if you mean the rock wall, well thats becouse i'm trying to get bumpmaps for it, witch causes (for the moment) a bad lighting effect on the rockwall

Quote:
Originally Posted by kaMIKazE
Quote:
does someone knows how to add the heat effect?
env_steam set to heat haze, they eat fps though and wont show in dx7 afaik

pink lighting = place some env_cubemaps and buildcubemaps in game

skybox = look on http://www.planethalflife.com/wadfather/ for some 512x512 env maps, prefix the name with sky_ and put this in the .txt when you run vtex
Code:
"$skybox" 1
"$nocompress" 1
vmt looks something like this:
Code:
"UnlitGeneric"
{
	"$baseTexture" "skybox/sky_blahblah_ft"
	"$nofog" 1
	"$ignorez" 1
	"$skybox" 1
}
ok, no heat effect and the cubemaps won't help, thats another pink
that's the chess board with black an pink tiles

i know how to make vtf's, only i don't know how to make the pictures fit

and eh, skyboxes are 1024*1024
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Old 07-18-2005, 06:31 AM   #125
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Quote:
Originally Posted by stino
if the ladder goes to the top, you won't be able to drop off half-way, becouse of the func_useable ladder :s
Get rid of it, we hate them anyways. It's pretty vital to be able to drop half-way on a ladder to get away from some things.
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Old 07-18-2005, 06:56 AM   #126
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that's how ladders are made for hl2dm tho.

It would be good imo if the dev team re-add func_ladders tied to a brush rather than the hl2 way of making it.

The other way is to make a staircase that comes so little out of the wall you cant tell that you're going foward.

Kamikaze has done this on ff_xpress
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Old 07-18-2005, 07:02 AM   #127
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i can only use func_useable ladder becouse i'm making the map in hl2 sp (so i don't have any mod specific textures (exepts my ownes) )

can someone tell me what type of ladders will be used in ff ?

and that staircase thing is good for little heights, not for such huge pipes
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Old 07-18-2005, 07:15 AM   #128
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Quote:
Originally Posted by stino
and eh, skyboxes are 1024*1024
hardcore

Thought I remember something mentioning that they were using old style ladders and yeah I wouldnt recommend the invisible staircase method either
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Old 07-18-2005, 07:20 AM   #129
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anyway here are some screenshots, to get half-way of the ladder you have to use jump, and to get up, just walk into the func_useable ladder

so its working, but i rather see a func_ladder



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Old 07-18-2005, 07:22 AM   #130
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Oh and you can jump off new ladders plus place dismount points half way up...

And remember, maps like dustbowl and uno will most likely have new official ff textures made for them so there might be something suitable when ff is released.


edit: ohsnap~ looks better!
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Old 07-18-2005, 05:02 PM   #131
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Make the upper ledges NOT a grating, just a lip like in the original. So it leaves little room for error AND the possibilty to be rocketed down.
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Old 07-18-2005, 07:51 PM   #132
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ugly red colour imo
just feels inatural...
the art looks good tho :P
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Old 07-19-2005, 03:03 AM   #133
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100% improvement
wouldnt change a thing on that part of the map
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Old 07-19-2005, 03:15 AM   #134
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If I see it right, there was a bridge with some ropes back on the other page... question for you...

Is is a physical rope bridge, or is it just some brushes/models?

Also, as far as the skybox goes, I think how its viewed depends on the cameras angle in the skybox? Im not a master, as am atter of fact ive only read tutorials and seen videos, but havent played with it myself.

I think a physical rope bridge would be neat. Not a real loose one so it moves around a lot, but a tight one that moves just a little when theres explosions and stuff, heres and awesome video tutorial to show you how to play with the entities. Check it out guys.

http://halflife2.filefront.com/file/...Tutorial;34029
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Old 07-19-2005, 03:56 AM   #135
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Maybe those could be around the canyon area.
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Old 07-19-2005, 06:15 AM   #136
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Quote:
Make the upper ledges NOT a grating, just a lip like in the original. So it leaves little room for error AND the possibilty to be rocketed down.
IF the func_ladder doesn't come back, it has to be that width or else you can't get on it with the func_useableladder
but ok, untill release i will change it.


Quote:
If I see it right, there was a bridge with some ropes back on the other page... question for you...

Is is a physical rope bridge, or is it just some brushes/models?

Also, as far as the skybox goes, I think how its viewed depends on the cameras angle in the skybox? Im not a master, as am atter of fact ive only read tutorials and seen videos, but havent played with it myself.

I think a physical rope bridge would be neat. Not a real loose one so it moves around a lot, but a tight one that moves just a little when theres explosions and stuff, heres and awesome video tutorial to show you how to play with the entities. Check it out guys.
with some phys_lengthconstraint's and phys_spring's, i should be able to do that, but maybe you don't know that when you run over physical simulated elements in multiplayer you will shock a lot

and if i use func_physics_multiplayer, ... , you whould bounce away from the bridge

Quote:
100% improvement
wouldnt change a thing on that part of the map
what part?
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Old 07-19-2005, 07:14 AM   #137
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the silo part
outside still needs work, mainly the canyon walls
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Old 07-19-2005, 08:49 AM   #138
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omfg, i hate it when hammer crashes, he says he used to much memory, but i'm only half-way :s
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Old 07-19-2005, 09:06 AM   #139
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Quote:
Originally Posted by stino
anyway here are some screenshots, to get half-way of the ladder you have to use jump, and to get up, just walk into the func_useable ladder

so its working, but i rather see a func_ladder
They are func_ladders in FF.
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Old 07-19-2005, 09:11 AM   #140
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oh, no problems any more
i'm going to convert all my ladders to func_ladders as soon as i can leave hl2sp
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