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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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06-14-2007, 01:22 PM | #941 |
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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i've flipped the bases, what a hell of a job in Hammer 4, all my rope connections got fucked up, even the original ones. but it's fixed now.
i also managed to get my doors perfect: red, yellow, blue and green version, and i made a skin for the generator, so if anyone needs a model reskinned, just ask |
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06-14-2007, 06:36 PM | #942 |
Spirit Studios
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nice job with a flip that big
I know hammer can b a pain to do that in Perhaps a new beta release in the near future for HL2;DM?
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Quote: Originally posted by Bridget [>] Who gives a shit? Tired of hearing about this... |
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06-15-2007, 01:10 PM | #943 |
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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then i have bad news. i've seem to have lost my steam account, my password that i've always used doesn't seem to work anymore, and my secret answer doesn't work either.
so what are my plans now: waiting till episode 2 is out an buying the valve complete pack then again. and becouse you can't make maps if you only have hl2dm (yes, i have an ATI card ), i can't work on badlands/ any other map untill then maybe if ff comes out earlier and donny has improved his mapping skills, he doesn't seem to know what optimizing is, i can trust badlands to him. |
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06-15-2007, 02:01 PM | #944 | |||
Custom mapper
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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Quote:
http://developer.valvesoftware.com/w..._Release_Notes Quote:
To get this apparently you need to: Quote:
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06-15-2007, 02:34 PM | #945 | |
Community Mapper&Idiot
Join Date: Mar 2007
Location: Finland
Posts Rated Helpful 1 Times
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Quote:
EDIT: I havent optimized at this point, so I havent had to learn any of that :P Never got my maps to that point. Or when I have I have made them for my own enjoyment. lol. Even tho Im shocked that you'd be willing to give your bayby to my hands, Im honored. |
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06-15-2007, 04:45 PM | #946 | |
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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Quote:
and to donny, from what i've seen, you're not ready for optimizing your maps? from the brushwork you have now, you'll never be able to optimize it right |
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06-15-2007, 05:03 PM | #947 | ||
Custom mapper
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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Quote:
Quote:
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06-16-2007, 08:47 PM | #948 | |
Community Mapper&Idiot
Join Date: Mar 2007
Location: Finland
Posts Rated Helpful 1 Times
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Quote:
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06-17-2007, 09:59 AM | #949 | |
Custom mapper
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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Quote:
If you want to learn about it give this a read: http://www.student.ru.nl/rvanhoorn/o...36ccac2bf64546 The most important bits are the hint and func_detail sections if you read nothing else read those. |
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06-19-2007, 07:51 PM | #950 |
Community Mapper&Idiot
Join Date: Mar 2007
Location: Finland
Posts Rated Helpful 1 Times
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I know that I have to optimize, but Im more worried getting my brushes together before I start to messing shit up with optimizing.
Even my skybox now is just a big cube, not meaning that I wont chainge it later tho. |
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06-19-2007, 07:57 PM | #951 |
Person
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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If you lost your steam password and your question doesnt work either, send in a picture of your HL2 box if you bought it...or your hl cd key, on top of a paper with your username, etc, and Valve will usually help out. That's if you bought it retail though. Worked for me when I had my account hijacked. Quite helpful folk there actually.
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06-19-2007, 10:31 PM | #952 | |
Custom mapper
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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Quote:
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06-20-2007, 03:29 AM | #953 |
Person
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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Owners completely right. Luckily with source though one can be more lax in some situations...but not if they plan on doing anything large or detailed. In TFC however, one almost always had to incorporate vis blockers into their maps. There are plenty of ways to optimize after you have made a map however, so don't let that get you down.
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06-20-2007, 11:56 AM | #954 | |||
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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Quote:
EDIT: there is hope: Quote:
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it's fucking hard to explain if i had hammer i whould try to show you what i mean donny does anyone knows how to add those developer commentary things in a map? could be usefull for beta. Last edited by stino; 06-21-2007 at 12:57 PM. |
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06-21-2007, 12:57 PM | #955 |
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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ff_badlands download beta 5 (hl2dm, flipped bases, still lots of bugs, but most of them don't affect gameplay)
http://www.sgware.net/?p=projects&detail=1 eh? login to download, lol, i didn't remember that i've put login required on my downloads, here is a direct link: http://www.sgware.net/sgware%20downl...ands_beta5.rar Last edited by stino; 06-21-2007 at 02:14 PM. |
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06-21-2007, 01:37 PM | #956 |
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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upload to somewhere you dont have to log in to to download please? :/
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06-21-2007, 07:32 PM | #957 |
Beta than eva'
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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its looking great. I like the minor layout changes, and the whole in the ceiling of the spawn.
whats with the comment model near the flagroom? misaligned: edit edit: also, the doors going to the outside on the blue base (atleast) don't close after they open. THE lights in the fr pipes are floating in mid-air. Last edited by Beetle; 06-21-2007 at 07:49 PM. |
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06-22-2007, 09:12 AM | #958 |
Retired FF Staff
Join Date: Mar 2007
Location: The Peoples Republic of Harmfull Free Radicals.
Class/Position: Soldier, O Gametype: Doubble Mode Affiliations: Cassiotone Nation Posts Rated Helpful 1 Times
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I'll have to give this a DL.
I'm sure you know about all sorts of little bugs like this for now, but in this screenshot http://i36.photobucket.com/albums/e3..._beta50001.jpg you should give those two pipe models that aren't being lit the same an info_lighting.
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TG: pretty much you have no idea how much i fuckin own at this game. TG: i bested no less than three flaming tornados and broke a huge wizard. |
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06-22-2007, 09:12 AM | #959 |
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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lol ,thx for pointing out that about the lights i did notice, but i didn't want to compile it again just for that
you should give those two pipe models that aren't being lit the same an info_lighting. didn't knew how to fix that, but could be becouse it's fast rad, but i'm not sure, but giving it an info light could fix it indeed and can someone explain me those doors: inputs of blue_frontdoor_rightside: source: trigger_multiple output: onEndTouchAll Close delay: 0.05 only once: no source: trigger_multiple output: onStartTouch Open delay: 0.00 only once: no did anyone notice the collision problems with the non functional doors in the spawns? Last edited by stino; 06-22-2007 at 09:23 AM. |
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06-22-2007, 02:56 PM | #960 |
Beta than eva'
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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No. I just noticed they weren't functional. Do they lead somewhere? and whats the tiny room where the ladder was on the left exit of the base down at the bottom?
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