cloudy with a chance of ass-rape
"Some of the content you're shipping is either not ready, or has been deleted" I have the map in maps.zip-> maps -> gm_desertconstruct.bsp, its in the toybox draft but i get this.
i'm having problems uploading a map, I am not sure how to package it properly. i packaged it as gm_desertconstruct.zip -> gm_desertconstruct -> maps -> gm_desertconstruct.bsp. whenever I try to upload it goes, "gm_desertconstruct/maps/gm_desertconstruct.bsp (Path not allowed)"
stargate vielcles is in CAP (carter's addon pack) now
i has a swiss army knife
landed it in water l like to play
thats the point
how is the new tardis inside going?
"failed to lock vertex buffer" [editline]08:07AM[/editline] or somthing like that
i got a runtime error, and I changed the startup settings like you said
you need a warehouse 13 tesla model
i dunno, who here thinks that i improved fom the opening pic to the second set?
[img]http://img23.imageshack.us/img23/3358/rpdistantcityv20002.jpg[/img] [img]http://img46.imageshack.us/img46/3715/rpdistantcityv20006.jpg[/img] just some other hypercube pics [editline]09:53AM[/editline] [img]http://img10.imageshack.us/img10/3203/cubephotoedit.jpg[/img] ...
fun fact: this shot was taken in the white room in gm_construct, and yes applemaster, kliners neck does look broken
[QUOTE=applemaster;23262501]Thats some bad posing you got there.[/QUOTE] im trying to get pepole to comment so i can learn to make not crappy poses
warehouse 13 models
I think it would be cool if someone made models of the gadgets from the show, mainly the tesla pistol [img]http://www.wired.com/images_blogs/underwire/2009/06/telsa-gunreal-660.jpg[/img] and the farnsworth [img]http://img196.imageshack.us/img196/7888/farnsworthface02660.jpg[/...
[img]http://img594.imageshack.us/img594/2040/gmconstruct0022.jpg[/img] credit for hypercube model goes to MarkJaw coments?
[QUOTE=montross;23120530]give it other vectors ? [editline]11:20AM[/editline] Doing after request for Llapp all the ramps, now finished ramp1 here are some screens: [URL=http://img638.imageshack.us/i/72097369.jpg/][IMG]http://img638.imageshack.us/img638/9953/72097369....
[QUOTE=MacTrekkie;22955684]I actually like it. Creative shape + Compactness for the props it has(good for stargate shields) + Not too big + lots of redundancy - little usable space for life support = not a bad station! Although I would classify it as an outpost.[/QUOTE] tha...
[img]http://img94.imageshack.us/img94/1627/freespace08tms20000.jpg[/img] a base i made a while ago
on v3 you could expand tollana and the asguard homeworld
someone should make the EH when when the sgc got dialed by a black hole, and the EH was spining.
[QUOTE=Tobba;22483974]remove the .svn folders[/QUOTE] how do i remove the . svn folders? [editline]06:31AM[/editline] do i have to remove the .svn folder to make it work?
you mean a moble dhd?
assisn, for your next version of the univers gate, after the wormhole closes, the closest chevron to the top of the gate moves up, so it looks exatly like when it was first spawnwned
kino dispenser not on svn spwnmenu, also, try makin the water dispenser from SGU
[QUOTE=Dr Pepper;21886881]Make it so you can go above water[/QUOTE] brerben said on the top of the page, that the way the map is made, there cannot be a surface
i have two sugestions, the destiny gate bearing, and the apple core(destiny control room centerpiece)
In the next version, can you make another wing that is like a lab? mabe a independent (but failed and partally flooded) selab?
[QUOTE=mattster.t;21743625]its a bit of a pickle but we've narrowed a solution down to one of the following: - use Lua script to add teleportation This would create a very easy to use and expandable tele but it will involve changing the map into a full blown addon. the ups...
hows the transporter room problem being handeled?
i have i problem even 1st person doesnt work, all i get is the interior of the mech
is there any requirements? (please DO NOT put css textures in :c)
still wondering how the new system of transporters are going to work (multiple rooms)
reminds me of halway of janus's lab when the cooridor was discovered [editline]08:17PM[/editline] p.s. any estimate (not be be a minge) when b 17 is out?
[QUOTE=yorkus;20747157]yea i will give it a try :)[/QUOTE] its gona be hard geting the balancing right
any estimate when the medic bay will be complete and attached to atlantis?
[QUOTE=bunglist;20645351]Ok, DRILLING base (drilling for geothermal energy - would look very very similar to a mining base). [url]http://stargate.wikia.com/wiki/Mobile_drilling_platform[/url] The asteroid mining idea is for something to explore in space that would fit with...
[QUOTE=NitroCat;20562424]Excellent job! The maps looks fantastic. The hotfix for the gate is decent enough, as it's off in a corner anyway. But I have a different problem. The lighting seems to be off for me. I don't know if this is because I have something set wrong, or no on...
in later versions, will the ship in the hangar move?
is there dots or somthing in the transporters to tell where your going? [editline]10:19PM[/editline] p.s. for the medlab, those lamp things, are they gong to be included in the stargate modelpack?
the comunity pool is hard to get to on foot
can you post a download link?
this is the personal shield from mcays stargate addon :/ [editline]10:16PM[/editline] this is the personal shield from mcays stargate addon pack
[QUOTE=Turtles9788;19721631]oh youre banned[/QUOTE] i have pc mod 2.0.4 and when i use the computer, the cursor doesnt follow the mouse :(
yeah, i have the beta, a sugestion: the general arcitecture of the tower is correct, all the map needs is a few more indoor areas (hospital, ZPM room, the cool lab from "first contact" with ancient transporters), the pylons on the balcony, and a slightly larger confrence area....
can you mak a version wothout css of ep2 dependency?
mines a smidge messed up, theres no shadows and its really low res :(