Are you using the stock biped? The only map I know of that does that is Coldsnap. As I think that was on purpose. Might be in the flag.weapon tag, look around in there to see if its different from the stock one.
Are you using the stock biped? The only map I know of that does that is Coldsnap. As I think that was on purpose. Might be in the flag.weapon tag, look around in there to see if its different from the stock one.
I'll check around the same time I can test the splaser tags. Too much going on at the moment to do much now. Thanks for the tips!
this may have been addressed, (idk iv just been skimming, mainly for pictures) but this map looks enormous for gameplay. youre definitely either going to need another long range weapon or sniper rifles up the wazoo
The splaser pretty much rapes banshees, and there are enough snipers to keep things interesting. At this point it's got decent gameplay, it's more the technical side that's failing.
Update:
I have a secret.
Red base is portalled.
Stand by for more updates.
Did you finally get some help with the portals or did you do enough experimenting yourself to git r done?
Did it mostly by myself, with some advice from Firescythe. I sat down, and for the past 3 days I've been compiling and recompiling the map. During compilations, I've been playing Red Dead Redemption. Pretty nice combination.
Update update:
...and now so is blue base. Holy shit.
Last edited by Siliconmaster; May 28th, 2010 at 12:49 AM.
I'm liking the sound of this progress. Since the map calls for portals, I'm assuming it's a LOT larger than it appears in screenshots, making vehicular warfare an intricate part, correct? Also, I'm in the process of making some of my own maps and I want to know about how large a map HAS to be to where it calls for portalling.
Basically you should portal stuff anyway, but necessary portals are related to poly count, not size. You can have a massive 6 sided cube for a map, but you'll hit the default engine render distance before the game will start complaining about portals. And vice versa, you can have a really small, detailed map that MUST have portals. It all depends on how much stuff there is in your map.
For Precipice, most of my exterior stuff has no portals whatsoever, because it's fairly low-poly. However, my interiors have a lot more detail. My big problem has been my bases- optimized, each one has 20,690 faces. That's right, all in one room. 17,000 of those are on one wall. And you wonder why I've been struggling to get that room working right. However, now all I have to do is tweak the portals in red base to fix one very small problem, and then all the portals are done, thank god. Then I can move on to fixing glitches like the flag animations, figuring out why the spartan laser fix didn't work as planned, and tweaking spawn points and weapon spawn times. The end is near.
Oh yeah, and I still want to do custom lightmaps. Might as well go all out on this thing.
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