Looks like a great map Sirrus. Cant wait for V2.
Its Dropshock, by the way.
Edit: Oh god I just noticed I still have a round head avatar. There we go, new avatar.
[QUOTE=Sirrus;20373427]Also for the black frame, I have no idea what causes that and why. I played with the texture and the lighting but it still remained black.[/QUOTE]
Hmmm... Have you tried using a lower lightmap resolution on it? Interesting.
Damn I have to wait until tomorrow to download :( o well
and sirrus will you have a server for this map.
if not is anyone hosting one?
[QUOTE=gregg465;20385512]Damn I have to wait until tomorrow to download :( o well
and sirrus will you have a server for this map.
if not is anyone hosting one?[/QUOTE]
This release is a lot more geared towards single player use. There is only one spawn and it doesn't have much optimization.
[QUOTE=Sirrus;20385532]This release is a lot more geared towards single player use. There is only one spawn and it doesn't have much optimization.[/QUOTE]
Ok So Will You Be Aming For Multiplayer On V2?
[QUOTE=gregg465;20398066]Ok So Will You Be Aming For Multiplayer On V2?[/QUOTE]
Yeah, definitely.
That sounds great I could maybe help you optimize this map
I could areaportal all of the doors,,,
[QUOTE=flippy645;20406193]That sounds great I could maybe help you optimize this map
I could areaportal all of the doors,,,[/QUOTE]
Yeah, I was thinking about adding func_areaportalwindows over all the windows/doors.
func_areaportalwindows on windows? Yes. On doors? No. What you do is create an area portal textured brush, and make it fit right in between the frames of the door way. Tie the brush to func_areaportal, link it to the door (yes, you have to name the door), and set the Initial State to open. func_areaportalwindow are used on open spaces between each visleaf so that the visleaf behind the func_areaportalwindow renders at a certain distance.
[QUOTE=HighdefGE;20407887]func_areaportalwindows on windows? Yes. On doors? No. What you do is create an area portal textured brush, and make it fit right in between the frames of the door way. Tie the brush to func_areaportal, link it to the door (yes, you have to name the door), and set the Initial State to open.[/QUOTE]
So, what is the end result of this? Wouldn't I get some weird effect like the inside of the building not being rendered when looking through the window?
[QUOTE=Sirrus;20407928]So, what is the end result of this? Wouldn't I get some weird effect like the inside of the building not being rendered when looking through the window?[/QUOTE]
I'm not the person to explain everything in depth, however, if you want an example, play rp_c18_v1. Look at the 45th Apartments building, and observe the window next to the front entrance. Walk away from it, and watch the visleaf behind the window fade out into black; walk closer to it, and watch the visleaf behind the window fade in.
Also in one of the HL2 levels o AntiCitizen One I noticed while walking out of a building into an abandoned street, the interior of the building fades to black.
[QUOTE=The;19378613]Turn up AA when taking screenshots[/QUOTE]
The has a point.
[QUOTE=BlackWind;20438046]The has a point.[/QUOTE]
It took you 760 posts to figure that out?
[QUOTE=BlackWind;20438046]The has a point.[/QUOTE]
Uuuhh yeah thanks for that you aren't late to it
Nope totally not
at all
Little too much brick texture? Other than that, it looks fantastic.
Looks Awesome, I'm going to downlaod it once i get to Massachusetts. Looks like it might need a little more spacing, but still, looks really, REALLY good. a lot better then i could do.
ok first of all you should make some roads, this map just looks decent but it looks like its all squeezed up tougheter when it could be real good.
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