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Old 05-04-2008, 03:51 AM   #301
Nezumi
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Actually nothing is stopping you from using custom player skins... edit the .vtf and be amazed
I coulda swore I heard one of the devs saying they didn't want to allow this so people didn't make self illuminating player models, but if it works It'd be fun to try.

Even if it doesn't work all the time it's not gameplay critical. Actually, it'd probably be easier for the defence if the yellow team stayed neon yellow instead of being sand colored, so no big deal if it breaks.

...or is it that we're just not allowed to edit the vmt? Guess I'll find out.
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Old 05-04-2008, 08:11 AM   #302
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Work in progress. PSP crashed, so the arms didn't get finished, but the other parts look done. Also there's no lighting, obviously.



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Old 05-04-2008, 12:19 PM   #303
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Are u still working on this one? or are you modding player skins.. I cant wait to play this map and other maps that are still in progress
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Old 05-11-2008, 09:50 AM   #304
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Lol, wow, this map is right at the brush limit. I replaced a bunch more arches with displacements and it's back under (again), but man...

I think the only brushes I have left to add are for the defenders respawn door in phase 1. The other 2 def respawn doors are all complicated and high tech, so I'm gonna do the same for the first set. Other than that I'm running out of things I can think of to do with this map. Couple of more optimization passes to make sure as many things as possible are a detail or have nodraw or both.

The yellow team reskin job is done, no thanks to my very unstable version of psp. I think they look pretty cool. I'm gonna leave blue team alone though.

Today, also, I learned that you can't have transparent textures on a two-texture blend. I wan gonna make a sand texture that blended with a completely transparent texture, so I could make it look like there was a dusting of sand over other materials. I'm using overlays for this in some places, but I can't cover large areas with this.

Oh, and the LUA isn't working properly yet. This one gets a little tricky.
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Old 05-11-2008, 04:21 PM   #305
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Quote:
Originally Posted by Nezumi
Today, also, I learned that you can't have transparent textures on a two-texture blend. I wan gonna make a sand texture that blended with a completely transparent texture, so I could make it look like there was a dusting of sand over other materials.
make a new texture with an alpha map with whiteness where you want it to be transparent, then put in $translucent 1 ?
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Old 05-12-2008, 05:00 AM   #306
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Doesn't work on 2-texture blend materials.
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Old 05-12-2008, 03:19 PM   #307
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make a new one and dont blend it?
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Old 05-12-2008, 03:47 PM   #308
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you can't have a blend texture where one of them is transparent, trust me i tried for somebody a while back and couldnt get it.
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Old 05-12-2008, 03:59 PM   #309
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Quote:
Originally Posted by BlisTer
make a new texture with an alpha map with whiteness where you want it to be transparent, then put in $translucent 1 ?

black = transparent

(i'm sure thats what you meant, just didnt want anybody else getting confused)
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Old 05-12-2008, 04:03 PM   #310
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Just make a new blend vmt for each material you want sand on. It doesn't cost you anything but another text file, and I guess the fact that you'd have to make all those surfaces into displacements. But the way you were doing it you'd have to make displacements anyway.
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Old 05-13-2008, 12:28 PM   #311
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Quote:
Originally Posted by BlisTer
make a new one and dont blend it?
If I didn't make it a blend then it wouldn't be a blend.

Crazycarl has a good point though. I think there's some spots in the map that could benefit from that.
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Old 05-27-2008, 07:39 PM   #312
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when is cacti ready to play in?
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Old 05-28-2008, 01:40 AM   #313
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I'm not sure. The map is really close, and I'm trying to get the lua sorted right now.

I'm having trouble getting the right sounds to play, and the default sounds to stop playing. I'm asking for help in this thread
http://fortress-forever.com/forum/sh...ad.php?t=16010

I think the map is in RC stage, i.e. there are surely tons of bugs but I don't know about them yet. I've got to compile a few times, and I might release a beta soon (ish).

Also, my computers seem to be unable to do even a fast vis right now, so I'm gonna have to see about getting a certain friend to compile it for me.

But the lua is the big stopper at the moment. I'm gonna have to start pestering dev members about help soon.
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Old 05-28-2008, 02:23 AM   #314
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Look at this

http://forums.facepunchstudios.com/s...d.php?t=409671

Compiles big maps in seconds rather than hours in some instances, might be worth a shot if even to let you test easier.
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Old 05-28-2008, 10:25 AM   #315
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Guess I must have changed some things around because the map actually vised in less than 2 minutes when I tried it earlier today

Lighting takes about an hour and a half (or 3 with hdr), so that's not bad.
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Old 05-29-2008, 03:00 PM   #316
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RELEASE
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Old 05-30-2008, 01:42 AM   #317
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Aparently I'm on the dev team now, so the props/other bs I need for this map might be easier to come by.
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Old 05-30-2008, 03:18 AM   #318
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Great

Edit by nezumi: Moustache! : |)>
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Old 05-30-2008, 05:33 AM   #319
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Guess being a moderator comes with a territory. So I can draw little moustaches all over people's posts now. ^^

Edit by GeoKill----->: Moustache! : |)>
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Old 05-30-2008, 06:04 AM   #320
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Last time I checked, this map was promising, hopefully you will finish it.
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