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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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05-29-2006, 10:35 AM | #81 | |
Join Date: Jun 2005
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05-30-2006, 01:41 AM | #82 |
Join Date: Mar 2005
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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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05-30-2006, 07:17 AM | #83 |
Join Date: Mar 2005
Location: In your pants.
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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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05-30-2006, 07:26 AM | #84 | |
Join Date: Jan 2005
Location: Fort Worth, Tejas
Posts Rated Helpful 1 Times
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05-30-2006, 09:55 PM | #85 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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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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05-30-2006, 11:09 PM | #86 | |
Join Date: Feb 2005
Location: Finland
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05-31-2006, 12:31 AM | #87 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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Using the HL2 configuration seems to make hammer work, at least.
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05-31-2006, 01:03 AM | #88 |
Join Date: Mar 2005
Location: In your pants.
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05-31-2006, 01:19 AM | #89 |
Join Date: Jan 2005
Location: Fort Worth, Tejas
Posts Rated Helpful 1 Times
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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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05-31-2006, 12:13 PM | #90 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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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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05-31-2006, 12:35 PM | #91 |
Join Date: Feb 2005
Location: Finland
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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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05-31-2006, 03:09 PM | #92 |
Join Date: Mar 2005
Location: In your pants.
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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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05-31-2006, 10:12 PM | #93 | |
Join Date: Feb 2005
Location: Finland
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I think it's because of that, but I may just be full of shit. |
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06-01-2006, 01:23 PM | #94 |
Join Date: Feb 2005
Location: Belgium
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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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06-02-2006, 06:28 AM | #95 |
Join Date: Mar 2005
Location: In your pants.
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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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06-04-2006, 12:14 PM | #96 |
Join Date: Feb 2005
Location: Finland
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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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06-05-2006, 03:50 PM | #97 | |
Join Date: Feb 2005
Location: Belgium
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and i don't get what you mean with the pics, thats totally what i don't want |
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06-12-2006, 04:39 PM | #99 |
Join Date: Feb 2005
Location: Belgium
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thats bsp vs displacement, not displacement vs displacement
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06-12-2006, 09:03 PM | #100 |
Join Date: Mar 2005
Location: In your pants.
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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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