the poles shine or the flags themself, because i dont think cloth is supposed to "shine" per say, anyways looks good
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.Quote:
[size=1]--- Original message by: Dennis[/size=1]
I Like Higuy's maps!
I've gotten the new bsp ingame (only took forever with gay errors) and yes this is finally all the way textured, probally will have a few change's here and there and shaders are still being tweeked. Lighting isn't done either.
http://i238.photobucket.com/albums/f...guynewbsp5.jpg
http://i238.photobucket.com/albums/f...fy/newbsp1.jpg
http://i238.photobucket.com/albums/f...fy/newbsp2.jpg
http://i238.photobucket.com/albums/f...fy/newbsp3.jpg
http://i238.photobucket.com/albums/f...fy/newbsp4.jpg
http://i238.photobucket.com/albums/f...fy/newbsp5.jpg
http://i238.photobucket.com/albums/f...fy/newbsp6.jpg
http://i238.photobucket.com/albums/f...fy/newbsp7.jpg
pictures!!! :neckbeard:
Those wall and tile floor textures are pretty goddamn meh, get some stain decals or something.
everything else looks so much better
Looks too dark compared to the map you're basing it off of. Hopefully the new lighting will do the UT3 map justice.
Don't worry about lighting, we have it covered. Dee will be doing the lighting with vray, and apparently with custom uvs as long as everything goes planned correctly. If not, will just use Halo's uvs that it spits out, but they could be a bit.. different in some places.
Needs player clipping to make going up those small steps less annoying. Also the water at the bottom needs to be UVW'ed smaller.
gameplay from yesterdays test recorded by cass
youtube is a faggot and took my audio out
Heard that song in a gaybar last week.
If the bridges are meant to be holographic (like the light bridge) then I'd suggest some combination of a flicker/transparency/grainyness and something (mostly transparent) to fill the gaps. as it is it seems like some kind of weird mesh atm.
Also, the blank white walls look boring and blend into each other too much, put some spot lighting/strips around the bottom or something to break it up some more.
The cliff textures also look stretched/warped/something, that's been bugging me for a while..
Otherwise, it's looking great.
oh no!
http://i238.photobucket.com/albums/f...y/JAILBAIT.jpg
Help :gonk: :ohdear:
It's ok, you have deathless on. :downs:
Was looking around with dev-cam when I realized that the shotguns where in the glass...
http://screenshot.xfire.com/screensh...a410206ce1.jpg
Also, the map has major clipping issues once you get outside the platform. Not that you'll ever notice it during real gameplay.
Double also, the teleporter shield should be part of the BSP so it fits the teleporter properly.
The massive black objects in the map look weird with all the light stuff :/
Actually the "black" objects are stone. You can probally tell this once getting ingame and playing around a little bit with your own eyes. The reason there black is too add contrast other then just having lots of White and green. you should always have that secondary color thats a bit darker then the lighter ones to make it look a bit better.
How does he model so well :/ TEACH MEEE
And from the renders I saw, i didn't look like it could become a garden, but it kinda looked like a hover platform thing that stemmed from the last level of halo 2 O:
Covenant textures, and then you'll have a nice lookin map.
covy textures..
hmm
no. Only becuase it's not a covy map. At all.
also
http://img4.imageshack.us/img4/3418/16662680.png
dee's almost done
Ye
I love you guys.
<3
make it underwater
lol
how would I get rid of these fucker's?
http://i238.photobucket.com/albums/f...ffy/error1.jpg
http://i238.photobucket.com/albums/f...ffy/error2.jpg
http://i238.photobucket.com/albums/f...ffy/error3.jpg
http://i238.photobucket.com/albums/f...ffy/error4.jpg
there fucking with the lightmaps!!
sooner fixed, sooner released. The map is pretty much finalized and most errors and bugs have been fixed. (besides the clipping issue out of the map, though you'll never see that during a real game.)
The new lightmaps also give the map a whole new feel, really. It's alot better looking, better then expected ingame actually. (besides the gay errors..)
http://i238.photobucket.com/albums/f...ffy/error5.jpg
lol hurry up godamnit :S
what fuckers :| , the light? Give them 0 brightness
do you have the same smoothing group ID on the faces?
Please don't put music in this. I'm probably not the only one who doesn't want to be bothered to have to turn down and up the music everytime to play this map. The best thing is to keep it normal and allow users to play what they want on their own seperate music software.
Why not make a button to turn it on, so people dont have to be bothered still to turn it off.
Because the main part of the map is having music. I'd rather have it play, and if you really don't want it on its like a click away. It's like making the time of day to day instead of night on Snow grove, it's really not that big of a problem. If you don't like it, then just press the botton. It takes like 2 seconds. :\
I think that if you have two face touching each other with different smoothing ID's, there will be a seam. I could be wrong though.
I want to play the map before I decide.
Played it, music is fine. Just turn it off and stop being a faggot.
Well what's the music? Cause it better be good.
Please no Slipknot this time.
Goddamn, I wound up having to sv_map_next in the Modacity gamenight because of the complaints about the music.
Use some elevator music, or The Postal Service, or Owl City, or Swimming With Dolphins, or or or Lights. Anything light would do.
p.s Slipknot fails hard
Awesome book/movie <3 Mos Def
I posted a link to the music in the first post guys...
Hey guys.
I'll be able to release the map tonight or sooner, though 1 thing needs to be fixed before all of that.
The music toggle script doesn't seem to be working.
l28 made the button for it, and it shows up fine in-game. Though, if you press it, it doesn't work or do anything. The music starts at startup becuase it's the backround music.
Here is the script. (Made by gamma)
Reply if you have a fix or know how to fix it.
Code:(global boolean ishOn false)
(global boolean isOn false)
(script dormant music_toggle
(if
(= ishOn false)
(begin
(set isOn true)
(set ishOn true)
)
(begin
(set isOn false)
(set ishOn false)
)
)
)
(script continuous go
(if
(= isOn true)
(begin
(sound_looping_start "levels\luck\music\mech8gardens" none 1)
)
(begin
(sound_looping_stop "levels\luck\music\mech8gardens")
)
)
)
heres a solution
fuck the music :)
if anything, id fuck the music toggle, not the script. if you want it off so damn badly, turn off music in your settings. It won't disable other backround music in other maps, just sound tags with the music properties. if gamma doesn't get online in the next 15 or 25 minutes, im just going to fuck the music toggle stuff, and head on with fixing the few last things and preparing for the release.
E:
guess it looks like im fucking the script, gamma doesn't know.