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Old 09-14-2006, 12:29 PM   #81
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I can have hl2 dm, tfc, hammer for tfc, and the sdk hammer running at the same time. just gets laggy, thats all.
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Old 09-15-2006, 03:56 PM   #82
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did they update the sdk yet?
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Old 09-15-2006, 05:31 PM   #83
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I enjoy mapping very much and since it keeps me from smoking cock.. I love it all..

except for elevators..


fuckin' elevators...
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Old 09-15-2006, 07:00 PM   #84
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Quote:
Originally Posted by Richardo
I enjoy mapping very much and since it keeps me from smoking cock.. I love it all..

except for elevators..


fuckin' elevators...
Mapping: my anti-cock?
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Old 09-15-2006, 08:00 PM   #85
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Nay!
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Old 09-15-2006, 09:25 PM   #86
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Elevators are totally awesome in source 'cause you can make them multi-story without using like 500 entities.
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Old 09-15-2006, 10:28 PM   #87
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But can you make them work in a fluid way? I have yet to see!
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Old 09-16-2006, 12:54 AM   #88
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I'm not sure. Are func_doors all jittery like trains are when you're riding them?
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Old 09-16-2006, 03:40 AM   #89
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The one func_door I made is all jittery.

I didn't experiment with train at all but I read a couple of forums and people were having jitter problem with that too so I didn't even bother.

I wonder if the devs have found a way to make jitter free vators.
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Old 09-16-2006, 04:27 AM   #90
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Yes, the FF team has stated that there will be jitter-free elevators and moving platforms in FF. I cant find the source because I'm lazy, but I asked, they said yes and I made the map 'sky' based on their reply - so there y'go.
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Old 09-16-2006, 07:13 PM   #91
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I wonder what kind of netcode tweaking they're doing to accomplish that.
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Old 09-16-2006, 08:31 PM   #92
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I dont know, it seems impossible to change to me, but hell - the most advanced game I've coded is a sidescroller with MS paint graphics.
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Old 09-19-2006, 11:14 AM   #93
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Mapping for HL2 and the new lighting. Really dont understand how to do it correctly. All the lights look shitty and fake.

TFC was a case of putting a texture on the wall and making sure it was in the lights.wad i think?

Maybe its possible in HL2 but i cant find no light textures worth using... + i dont know if you can link model textures to have a light attached.
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Old 09-19-2006, 02:59 PM   #94
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All you need to do is mention it in lights.rad or mapname.rad with an RGB value and a brightness.
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Old 09-19-2006, 09:07 PM   #95
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The time it takes to compile a map drives me insane
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Old 09-19-2006, 10:40 PM   #96
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Compile times aren't actually that bad for me. If it's spending ages on vis, then you probably should simply your geometry or use func_detail

random thing I dislike: Spending ages making a building, then decided it just looks too damn awkward.

random thing I like: mat_hsv 1
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Old 09-20-2006, 08:57 PM   #97
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I am making a map for HL1, and it takes forever to compile, even with fas VIS, and no RAD, but then it dosn't run that well.
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Old 09-20-2006, 11:25 PM   #98
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Quote:
Originally Posted by nodnarb
I am making a map for HL1
There's yer problem

Honestly its draining to make skyboxes and optimize. People don't really 'see' it, and its just irritating to try to think geometrically to box everything in while keeping it stylish.
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Old 12-05-2006, 10:06 PM   #99
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What do I hate about mapping? I hate that you can't use normal props in the skybox because they're the wrong scale unless you're using a 1:1 skybox scale (which I'm sorely tempted to do right now).

I went and revived this thread just to illustrate how frustrated I am.

Before anyone asks, yes I'm working on cacti right now (for the first time in probably months) and it'd look a lot cooler if only I could just put these props here in the skybox...
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Old 12-05-2006, 10:56 PM   #100
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show us pics
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