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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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07-17-2005, 09:05 PM | #121 |
Join Date: Feb 2005
Location: Europe, Front Yard
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i think he wanted a 3d skybox
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07-17-2005, 09:10 PM | #122 |
Join Date: Jun 2005
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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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07-18-2005, 03:33 AM | #123 | |
Join Date: Dec 2004
Location: Melbourne
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07-18-2005, 06:17 AM | #124 | |||||
Join Date: Feb 2005
Location: Belgium
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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
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never had it before i put in the skybox, and i don't have it anymore without the skybox Quote:
if somebody else complains about it, i wil remove it Quote:
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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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07-18-2005, 06:31 AM | #125 | |
Join Date: Mar 2005
Location: In your pants.
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07-18-2005, 06:56 AM | #126 |
Join Date: Jan 2005
Location: Aotearoa, New Zealand
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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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07-18-2005, 07:02 AM | #127 |
Join Date: Feb 2005
Location: Belgium
Posts Rated Helpful 0 Times
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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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07-18-2005, 07:15 AM | #128 | |
Join Date: Dec 2004
Location: Melbourne
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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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07-18-2005, 07:20 AM | #129 |
Join Date: Feb 2005
Location: Belgium
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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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07-18-2005, 07:22 AM | #130 |
Join Date: Dec 2004
Location: Melbourne
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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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07-18-2005, 05:02 PM | #131 |
Join Date: Feb 2005
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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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07-18-2005, 07:51 PM | #132 |
Join Date: Jan 2005
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ugly red colour imo
just feels inatural... the art looks good tho :P |
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07-19-2005, 03:03 AM | #133 |
Join Date: Jan 2005
Location: Australia
Posts Rated Helpful 0 Times
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100% improvement
wouldnt change a thing on that part of the map |
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07-19-2005, 03:15 AM | #134 |
Join Date: Jul 2005
Location: MN
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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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07-19-2005, 03:56 AM | #135 |
Join Date: Feb 2005
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Maybe those could be around the canyon area.
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07-19-2005, 06:15 AM | #136 | |||
Join Date: Feb 2005
Location: Belgium
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but ok, untill release i will change it. Quote:
and if i use func_physics_multiplayer, ... , you whould bounce away from the bridge Quote:
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07-19-2005, 07:14 AM | #137 |
Join Date: Jan 2005
Location: Australia
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the silo part
outside still needs work, mainly the canyon walls |
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07-19-2005, 08:49 AM | #138 |
Join Date: Feb 2005
Location: Belgium
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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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07-19-2005, 09:06 AM | #139 | |
Join Date: Apr 2005
Location: Antelope, CA
Posts Rated Helpful 0 Times
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07-19-2005, 09:11 AM | #140 |
Join Date: Feb 2005
Location: Belgium
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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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