04-28-2007, 05:00 PM | #21 | |
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Quote:
and about the pirate ship, that can be added at anytime, I wasn't forgetting about it. |
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04-28-2007, 06:46 PM | #22 |
Useless
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Good luck reaching Zouave.
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Look at all those dead links. |
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04-28-2007, 07:30 PM | #23 |
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yeah
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- Zouave |
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04-28-2007, 07:32 PM | #24 |
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:O he exists!!!
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04-28-2007, 10:40 PM | #25 | |
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Quote:
anyway, I can't seem to find a "tropical island blue" water texture. Anyone got any links? |
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04-29-2007, 06:07 AM | #26 |
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I think SirTiger has one
http://img100.imageshack.us/img100/8...ments00vl7.jpg Or you could steal one or ask for permission to used the ones from PVKII http://www.pvkii.com/pvkiimaps.php They got some great textures that will go great for this map. |
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04-29-2007, 06:23 AM | #27 |
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is this gonna tear a new one for everyone? cuz we all know how much water is in the original cove. If that's the case I can just make more sandbars or something besides water.
edit: o and thanks for the texture. edit edit: yea so it looks a ton more fitting, but I have a question. What causes the seam in the second picture? and also I'm thinking this will eat up the fps, but we'll see. Last edited by Beetle; 04-29-2007 at 06:43 AM. |
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04-29-2007, 07:07 AM | #28 |
if(0>1){printf("broked");}
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ohh sexy
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04-29-2007, 10:57 AM | #29 |
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http://www.pvkii.com/images/maps/island02.jpg
ask em if you can use a couple of the things in that. ;o lookin verry nice, but that big block in the top of the first picture, try n make it look more age worn/battered etc, like rounded edges n shizz |
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04-29-2007, 11:12 AM | #30 |
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looks really nice so far!
I always had seams with water against walls, and I never figured out how to fix them |
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04-29-2007, 11:51 AM | #31 |
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Could you just pull the water 1 unit into the wall to correct it?
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04-29-2007, 01:00 PM | #32 |
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To get rid of that seam, cut all the geometry touching the water along the surface of the water, and make everything touching the water from the top a func_detail. (might need to do the stuff below the water too, but make sure it's not the same entity as the stuff above)
Kinda messy but if you really really want that seam gone, that's basically the only way to do it.
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04-29-2007, 01:58 PM | #33 |
new water looks fantastic, alter the seaming thing and it should look stunning.
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05-02-2007, 11:50 PM | #34 |
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FIX IT!!!!!
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05-03-2007, 01:39 AM | #35 |
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looking really good, and the PVKII water texture is one of my favourites
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Quote: Originally posted by Bridget [>] Who gives a shit? Tired of hearing about this... |
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05-03-2007, 02:12 AM | #36 |
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no i was really telling someone to fix it. I've this problem with the blend textures that have sprites in em. teh grass and weed sprites hover above the actual texture...not to mention theres a billion sprites more than there should be
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05-03-2007, 05:04 AM | #37 | |
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Quote:
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05-03-2007, 05:08 AM | #38 |
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Finding displacement neighbors...
Found a displacement edge abutting multiple other edges. Warning: invalid neighbor connection on displacement near (-640.00 329.92 217.79) Warning: invalid neighbor connection on displacement near (-640.00 329.92 217.79) Warning: invalid neighbor connection on displacement near (-640.00 374.08 132.25) Warning: invalid neighbor connection on displacement near (-640.00 333.20 139.23) Warning: invalid neighbor connection on displacement near (-576.11 399.68 -32.00) Warning: invalid neighbor connection on displacement near (-589.06 318.33 -32.00) Warning: invalid neighbor connection on displacement near (-584.88 335.22 150.91) Warning: invalid neighbor connection on displacement near (-584.88 335.22 150.91) Last edited by Beetle; 05-03-2007 at 05:17 AM. |
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05-04-2007, 02:26 AM | #39 |
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anyone know how to fix this problem?
also sry to double post, but does a world brush with nodraw on it still visblock? It would be totally covered by a displacement - just wondering. |
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05-04-2007, 02:49 AM | #40 |
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No that's not what i meant. I meant using world brushes is the main way to visblock, and i know displacements aren't world brushes. Im simply asking if you cover a regular world brush with nodraw will it still visblock.
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