05-24-2007, 02:29 AM | #21 |
Join Date: Apr 2007
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that sucks, i didnt know that where the hell is that at
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05-24-2007, 02:42 AM | #22 |
Beta than eva'
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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05-24-2007, 02:42 AM | #23 |
if(0>1){printf("broked");}
Beta Tester
Join Date: Mar 2007
Location: Amerika
Class/Position: O Posts Rated Helpful 3 Times
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Click the block tool thingie (forgot the name) then right side drop down box under Primitives arch, block, cylinder, sphere, spike, torus (wee donuts), wedge.
OKAY FINE BEAT ME TO IT. |
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05-24-2007, 02:43 AM | #24 |
Beta than eva'
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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woohoo! I win!
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05-24-2007, 03:13 AM | #25 |
Join Date: Apr 2007
Posts Rated Helpful 0 Times
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/me pulls hair out
well thanks man that will help big time, never noticed that ... i rememberd that old school world craft had that but never noticed that rolldown enabled when you clicked on the brush tool |
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05-25-2007, 05:06 AM | #26 |
Join Date: Apr 2007
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well im geting carried away, i dont know whats going to take longer , texturing for the map, or vis'ing... here are some more nodraw pictures
here is some various brushes to break up the empty space in that spot , also maybe to help block vis.. another atempt to add a little fortress likeness and block vis at the same time.. along with fancy steps lastly a update on this part.. with another added path that really goes nowhere but should allow somewhat of a advance for attackers leaving homebase, instead of having to walk or float to the side path they can drop in the center path.. or conc to the sky and float around a bit i guess |
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05-25-2007, 09:54 AM | #27 |
Join Date: Mar 2007
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gna have quad damage up on the skybridge thing where the redeemer was? make it require a 2/3 conc juggle to get up there ^_^
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05-25-2007, 01:01 PM | #28 |
Join Date: Apr 2007
Posts Rated Helpful 0 Times
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well im thinking if you conc in low grav you probably would end up floating on the ceiling, but i never really plaied on lowgav servers...
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05-25-2007, 01:16 PM | #29 |
>_<
Join Date: Mar 2007
Location: Portsmouth, England, UK
Posts Rated Helpful 0 Times
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Can you keep the yellow textures please? kkthx
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05-25-2007, 04:05 PM | #30 |
Join Date: Mar 2007
Posts Rated Helpful 5 Times
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I have a yellow texture that will actually appear as yellow in game. lol
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05-25-2007, 06:25 PM | #31 | |
Spirit Studios
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Lookin good
Quote:
__________________
Quote: Originally posted by Bridget [>] Who gives a shit? Tired of hearing about this... |
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05-25-2007, 11:54 PM | #32 | |
Fortress Forever Staff
Join Date: Mar 2007
Posts Rated Helpful 4 Times
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Quote:
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05-26-2007, 12:42 AM | #33 |
Join Date: Apr 2007
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heh well thats what i meant by maybe... because this map is 100% open ... so there might be like a small small part where vis is actually blocked. mostlikely not, i just dont know how i could block vis and keep the game play in tact so i thought id add something to the wasted space that might block something if not make the map look better
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05-26-2007, 11:00 AM | #34 |
Custom mapper
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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If that is the case you have to try and be as economical as possible with the number of different textures, props and maybe even brushes to reduce lag. Maybe limit the map to 4-6 different textures and a limited number of props since it will be a big level all drawn at once with 20 odd players all drawn at once.
If you make everything which doesn't border the 'void' func_detail it will also make vis take less time |
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05-27-2007, 05:44 PM | #35 |
Join Date: Apr 2007
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well things are going good with the map. pritty much done with the main area with the exception of a few more small details probably, however making the spawns is taking forever.. i really wanted to have a spawn that fit the map.. does anybody know , if the backpacks will spawn on the ground or spawn where the entity is placed in the map? i was hoping to place the backpack inside the tubes you see here and have them drop to the ground, ill have more yellow goodness for you later... must do laundry now
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05-27-2007, 05:48 PM | #36 |
Beta than eva'
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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The bags will be placed where ever the entity is placed, just like in TFC. We don't want bags flying around the room from explosions...or do we..?
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05-27-2007, 05:51 PM | #37 |
Join Date: Apr 2007
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well i mean if i place the entity in the top of those tubes there, will they fall to the ground after they spawn, if not i guess ill have it on the ground
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05-27-2007, 05:52 PM | #38 |
Beta than eva'
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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Well I bet default it will stay where the entity is placed, but it might can be customizable, but just look at those cz2 sshots, the bags are placed in midair and stay there.
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05-27-2007, 06:04 PM | #39 |
Join Date: Mar 2007
Posts Rated Helpful 5 Times
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Yes, the bags stay where the entity was placed. As far as I know, because I haven't messed with them much, that is the only way they can be.
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05-27-2007, 10:56 PM | #40 |
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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im pretty sure they will just "float" where theyre placed, but you could have the resup fields like certain maps have that you just fall/walk through
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