H-Hour
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Everything posted by H-Hour
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384kb/sec. Sweet!
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Had to post again to say that shot of the dome and towers looks really really great. I'm noticing the crescent and the speakers. The composition just fits for all the elements and works well for the shot. It just "feels" right.
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Not sure if this is what you're asking, but, for example, if I put a box on the ground and want to delete the face that is against the ground (and unseen), then I right-click>Convert To:>Convert to editable mesh. Then in my modifiers list I can select Editable Mesh and I have selection options for Vertex, Edge, Face, Polygon and Element. I select Polygon, and then I click on the face I want to delete in my perspective viewport. Then I hit delete, it brings up an are-you-sure? prompt. Click ok and the poly is deleted. That's in response to san's question, btw.
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Looks great! Love the lights on the dome. So, did you make the flags trees?
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Good news!
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If there are no doors, only open spaces, what exactly is the problem you're having? You've explained everything you've done, but not what the actual problem is.
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Been working on the cliffs for the airport map, thought I'd see what you guys thought of them. That's the airport in the distance, and a cove lies between the near and far cliffs. Click image for large version (1024x768).
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Ok, all seems to be functioning correctly. I redid all the portals with single plane rectangles and I have no visual mishaps. I also redid my sherman level boxes so that they weren't overlapping and that may have helped. I left the windows above the door (with pt), and haven't experienced any problems. Any idea how I might trigger the problem? If I can't find a problem with it I think I'll just leave it as it's fairly important from a gameplay perspective. Thanks again guys. Sorry to waste your time on such a stupid mistake.
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OOHH!! OOOOOOOOOOOOOOOHHHHHHHH!!!!! hehe... Ok. Allright. Well, I'm gonna redo all the portals before wasting any more of you guys' time. Thanks again. I'll probably be back soon when I get them redone.
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Ok, another question. Seems like this portalization has gone terribly wrong. I looked at some RSE maps with the transitions on. Anyway, my transitions are not covering the whole entrance. Every portal covers about 2/3. I'm thinking it isn't just human error because every portal covers that. Would this have anything to do with my non-rectangle openings? As you can see in the shot above, I've got arched cielings. I've build the portals to be arched (3 segments) and cover the exact area, but it looks like one segment is maybe not being calculated properly as a portal. Any idea about this?
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El Oso, forgot to answer your questions. No, nothing is showing up bad on export. Yes, rooms are disappearing upon entering. Some rooms disappear upon entering, other rooms are not visible until entered, other rooms are not visible and when entered are still not visible.
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Ok, so does this mean I'm screwed here: From what you said, Deleyt, it sounds like this is going to cause problems because, a) the upper portals are only 1m apart and b) the upper portals are directly on top of the lower portal on the XY plane. I just want to make sure I understand that correctly because that means I'm going to have to make some changes to my map structure. Am I right? Also, I've never used the show Transitions thing in Igor. What all should this be showing? Currently it's showing my sherman transitions and several of my portals. Am I to understand that the po
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Ok, this sherman level bounding box thing could be the problem. Can no two sherman level boxes overlap anywhere (either vertically or horizontally)? Or is the problem just when sherman level boxes overlap vertically? Thanks for the tips guys. I'm working on it now and the speedy replies are very helpful.
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Ok, so I just got done putting all of my bits and pieces into about 30 rooms and setting up my portals, except tons of them are showing up bad. I thought I'd heard something about how if you go through one bad portal then other portals will seem messed up or something. Is this true? Do you guys have any tips on identifying which of my portals are causing the problems? Thanks.
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Yes, it makes sense. And I'm glad it was tested. Thank you Deleyt. I'm working on a CQB map with about 30 rooms and all of this information and discussion has been really helpful.
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I agree with Biro's suggestions. Those changes will really help make this map more playable and useable. If you look in the downloads section there are actually quite a few new maps, but most of these are almost never used. Changes like Biro described will help make your map more desirable both to play and to use.
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I just downloaded to check and the RAR file looks like it's got all the files in it, map, mission, etc.
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Well, here's my thinking behind it: Let's say no occluders are used. Now the engine has to figure out what polys to render and what polys to hide from one single location, facing one direction. When you use one occluder, the engine now has to figure out what polys to render from that one location and direction. Then it has to figure out a new angle based on the player's view of the occluder and subtract those polys within that angle. Now, most of the FPS hit is based on polys rendered, but it does take power to run the new calculations. So with a few occluders it's no big deal. But if
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Looks fantastic Deleyt!
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Yeah, if there's one thing I learned while looking for pics, it's that there really isn't a uniform lighting style on those towers. Kind of whatever looks best I think.
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Again, OSO, the style you're doing is different then what I saw in Palestine and Jordan. I went looking a bit on Google for some night pics of mosques and they're all the big style. This isn't the lighting as I saw it, but here's some examples you can look at: 1 2 3
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Loot, I'm not sure about all the file name requirements for Mac compatibility, but we'll definitely release a ZIP of it. Is there anything else you guys need to make it Mac compatible?
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Nice Papa. Looks much better with the detail texture!
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Do you guys know if there's any performance hit for calculating what is or is not behind the occluder? If there were tons of occluders all over the map, might it be counter-productive, with the engine slowing down to process each occluder? I guess I'm wondering if it's a good idea to use these as often as you can, or if you should limit them to major vis-blocking features of the map or particularly poly-heavy areas.
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Tactical Gamer 3.1 Update The TG Mod crew is excited to start showing you guys some of the stuff we've been working on. This update is going to be more then just an update, with brand new maps, gametypes, missions, weapons, and more. The TG Mod has always been a mod dedicated to team-oriented MP play, both adverserial and coop, though most of the content in the past has also been available in SP modes. Here's a little of what you can expect from the update. Scriptable Objects We've all been scripting on the same maps for so long, we've decided to create a lot of objects that can be