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View Poll Results: What would you like as the visual style/atmosphere of the new Warpath?
Same as before 57 45.97%
Dark, and rainy (rain in some areas, not all) 16 12.90%
Snowy/snowing 16 12.90%
In a grassy area (with a few trees) 32 25.81%
Other? (post your suggestions if you select this) 3 2.42%
Voters: 124. You may not vote on this poll

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Old 05-29-2006, 10:35 AM   #81
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Quote:
Originally Posted by Osiris
The map is sitting exactly how it was when the screenshots were taken. I lost my compiled version somewhere along the lines and had to go back and do some of the work again but it didn't take long. I need to look over what I've finished cause im getting a few strange texture problems with the lighting not falling right but I dont think it's a huge problems. Progress is basically at a standstill without everything else needed to finish. I dont have the drive to finish it really so when the time comes I'll probably end up passing this off to someone willing to do the entity work, I have much more things to deal with now.
What are the texture problems we may be able to help you out there, just out of curiosity appart from lighting and entities how much is there to do?
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Old 05-30-2006, 01:41 AM   #82
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would a bridge that's the exact size of the original warpath bridge be of any interest? i made it ages ago, when i was thinking about doing a port of my own. don't think i'm knocking yours, it looks good, but i thought i'd offer, just in case you wanted another option.
there's a pic of it at http://www.quantum-physics.co.uk/images/combridge.jpg
as you can see, it's a rip of one of the combine foot bridges.
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Old 05-30-2006, 07:17 AM   #83
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I tried another compile today but used a batch compiler to try and make it work, still running into problems. This time it had something to do with a skybox lacking an HDR texture or something, even with the lighting set to LDR only. I didnt have time to fool around with it for enough time but I'll get around to getting you guys a proper update sometime soon. I did however load up the map and did a quick run-around grabbing some shots of the lighting errors I found around the level and as soon as I get the time to upload the shots and post up a proper update I'll be sure to get that going. I have alot on my plate right now with exams nearing, schoolwork in general, a new job, a huge overhaul on my truck that needs to be finished in a month (and I mean needs to be, as until it's done the truck isnt running), and I refuse to leave friends and the occasional boozing and/or pot session out of my time.
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Old 05-30-2006, 07:26 AM   #84
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Quote:
Originally Posted by Osiris
and I refuse to leave friends and the occasional boozing and/or pot session out of my time.
True to that
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Old 05-30-2006, 09:55 PM   #85
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Osiris, my maps aren't compiling correctly either. I'm getting what sound like the same lighting problems. I'm fairly certain it has to do with the recent update that broke all the sdk tools so I'm just waiting for an update to fix all that.
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Old 05-30-2006, 11:09 PM   #86
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Quote:
Originally Posted by Nezumi
Osiris, my maps aren't compiling correctly either. I'm getting what sound like the same lighting problems. I'm fairly certain it has to do with the recent update that broke all the sdk tools so I'm just waiting for an update to fix all that.
I havent tried to compile but all the models are fucked up and selecting too. There are more but all of this just makes the editing more fustrating.
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Old 05-31-2006, 12:31 AM   #87
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Using the HL2 configuration seems to make hammer work, at least.
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Old 05-31-2006, 01:03 AM   #88
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Alright I got me a few minutes, here's a few of the screenshots I've taken to show off the problems that I dont have time to deal with








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Old 05-31-2006, 01:19 AM   #89
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Yeah I could see that reflection not working, shadows look awkward, and lightning looks like full bright
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Old 05-31-2006, 12:13 PM   #90
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In the 3rd shot from the bottom, did you just forget to tie that brush to a func_areaportal or is it a compile problem?
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Old 05-31-2006, 12:35 PM   #91
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Are you sure you used the right water texture on the last pic? only one side (upper) with water texture and all other sides with nodraw, then place env_cubemap on the surface and select the water surface to give it the nice reflections and then waterlod control entry there too.

Btw you should add more detail on the buidings seen on the 2nd last pic. Dont worry about the textures, there will be plenty when ff is out.
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Old 05-31-2006, 03:09 PM   #92
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The water renders properly at some angles, and at others it looks like that. And the areaportal just started doing that when I loaded the game one time, I hadnt changed the bsp at all, it just started.
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Old 05-31-2006, 10:12 PM   #93
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Quote:
Originally Posted by Osiris
The water renders properly at some angles, and at others it looks like that. And the areaportal just started doing that when I loaded the game one time, I hadnt changed the bsp at all, it just started.
Oh, I think it's then just because of all these bugs on SDK now. With HL2 it works fine but without, sucks ass
I think it's because of that, but I may just be full of shit.
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Old 06-01-2006, 01:23 PM   #94
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if you find a way to fix those displacement lighting bugs, let me know, i'm having the same problems on ff_badlands, i though it had something to do with 2 displacements that aren't sewed right, but nothing changes afther compile when i select all my displacements and press sew (and recompile :d), and for the water, i think you have a cheap water texture selected?

i loving the nature/water_canals_water2 texture, only the fog below is little dark/thick, but that is somethink that you can edit in the vmt (copy the vmt to warpath_water.vmt? and edit the fog start and end distance).
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Old 06-02-2006, 06:28 AM   #95
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Im not going to spend any time trying to figure out a fix for these problems yet, I'm just not in the mood, nor do I have the time. I just picked my new clutch, rear main bearing seal, and a new(ish) rear axle for my truck, I expect this to take most of my efforts for the next few days.
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Old 06-04-2006, 12:14 PM   #96
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Try adding block light brush to the sides of the canyons. That may help with the lights.

EDIT: It worked! I had similar bug and I started working on it. I dont have before&after pic, I only got after pic :P
http://img224.imageshack.us/img224/3...ren00027uo.jpg
And this is how it looks like on the editor:
http://img224.imageshack.us/img224/2...tbugfix7vc.jpg

Hope this helps

Last edited by o_donny; 06-04-2006 at 02:28 PM.
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Old 06-05-2006, 03:50 PM   #97
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Quote:
Originally Posted by Donny
Try adding block light brush to the sides of the canyons. That may help with the lights.

EDIT: It worked! I had similar bug and I started working on it. I dont have before&after pic, I only got after pic :P
http://img224.imageshack.us/img224/3...ren00027uo.jpg
And this is how it looks like on the editor:
http://img224.imageshack.us/img224/2...tbugfix7vc.jpg

Hope this helps
to bad it doesnt work for me, i have light block brushes behind them
and i don't get what you mean with the pics, thats totally what i don't want
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Old 06-07-2006, 01:16 PM   #98
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Quote:
Originally Posted by stino
to bad it doesnt work for me, i have light block brushes behind them
and i don't get what you mean with the pics, thats totally what i don't want
Yeah but it 'fixes' this bug
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Old 06-12-2006, 04:39 PM   #99
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thats bsp vs displacement, not displacement vs displacement
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Old 06-12-2006, 09:03 PM   #100
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Im still waiting for word that the SDK is working again before I even bother to open hammer or my batch compiler and get something else done.
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