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Re:Mapping Challenge #2
« Reply #1200 on: May 11, 2004, 08:25:11 AM »
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i do? wow..i have so much power i havent even tapped into yet
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Yeah, actually when I was just checking your access a minute ago I saw that you don't have the access to do this. I can set up a php script you can log into to update the page from a browser.
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Re:Mapping Challenge #2
« Reply #1201 on: May 11, 2004, 09:55:03 AM »
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Alright so if you can't do the models will I just try and shoot for another beta with brush based cars in? I may have to be a bit ruthless and cut out things that aren't particularly 'involved' in the gameplay of the map, the pink caddy for instance, but that can always go back in if I can find a spot. The hummer was totally left out of b3 by accident remember!
So if you can't do models what are you set up to work on?
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Deuce
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Re:Mapping Challenge #2
« Reply #1202 on: May 11, 2004, 11:24:09 AM »
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right now, im set up for textures, though i can easily be set back up for modeling
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Re:Mapping Challenge #2
« Reply #1203 on: May 11, 2004, 02:27:19 PM »
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Well seeing as I can't model, you should probably stick to that
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Re:Mapping Challenge #2
« Reply #1204 on: May 17, 2004, 08:58:15 AM »
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Deuce and slight you should both have IMs with a link to the latest bsp. There are mistakes all over the shop but at least you can see the layout tweaks and texture improvements.
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Re:Mapping Challenge #2
« Reply #1205 on: May 17, 2004, 11:22:40 AM »
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Some pics of changes:
Looking out from top floor of garage:
Access to 2nd floor of garage via stairs:
And yes the hossies WILL climb them! Woo!
The Storage Reloaded sign is now luminous and much clearer. Plus you can get up on top of this bit via a drainpipe for sniping/camping. As if there weren't enough campspots already...
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Re:Mapping Challenge #2
« Reply #1206 on: May 18, 2004, 11:26:59 AM »
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an opinion i thought of after playing it yesterday:
the camping spot ontop of the lobby entrance i dont think should be accessable that easily. i think by boosting it created the need for more teamwork to get the camp spot. i do like though how its no longer glass top
still no luck getting those files off the computer.
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Re:Mapping Challenge #2
« Reply #1207 on: May 18, 2004, 11:29:49 AM »
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Good point although I'm not sure if it would be boostable with only two ppl as it is...
I added the extension to the garage upper floor today - tis good for snipage I was also contemplating flipping that lobby entrance around so that the door is on the opposite side - that would totally VIS block the lobby from the garage end and should hopefully cut r_speeds. I think I'll try it out and see how much of an improvement it is.
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Re:Mapping Challenge #2
« Reply #1208 on: May 18, 2004, 03:38:03 PM »
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work on car is started
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Re:Mapping Challenge #2
« Reply #1209 on: May 18, 2004, 04:05:46 PM »
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Good Maya or Milkshape? You might want to test the importing process first before you do too much.
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Deuce
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Re:Mapping Challenge #2
« Reply #1210 on: May 18, 2004, 04:17:39 PM »
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Maya. just did a rough model of a phoenix..lets test that out if you have the time..trying to get on steam..
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Deuce
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Re:Mapping Challenge #2
« Reply #1212 on: May 18, 2004, 04:37:18 PM »
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i cant get on steam for some reason
current update: i have imported my phoenix into milkshape
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Re:Mapping Challenge #2
« Reply #1213 on: May 18, 2004, 04:42:26 PM »
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Wow that was quick
Now apparently there is some thing to do with scaling - in the tutorial the guy mentions that the first time he made a model for HL it appeared like 5 stories high in game. Did you have a look through the tut? Any of it making sense?
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Deuce
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Re:Mapping Challenge #2
« Reply #1214 on: May 18, 2004, 04:47:54 PM »
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yeah..somewhat..
right now im trying to figure out the texture thing..its a pain in the ass..
give me 10 minutes and i;ll send you a model version if i can for you to try out and see if it works.
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Re:Mapping Challenge #2
« Reply #1215 on: May 18, 2004, 04:49:38 PM »
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Ok. I'll make the bog standard box room with one light that takes 0.01 seconds to compile
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Re:Mapping Challenge #2
« Reply #1216 on: May 18, 2004, 04:51:27 PM »
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this is giving me a headache. i cant export the damn thing..
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Re:Mapping Challenge #2
« Reply #1217 on: May 18, 2004, 04:55:10 PM »
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Does it give a message or just dies?
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Deuce
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Re:Mapping Challenge #2
« Reply #1218 on: May 18, 2004, 04:55:54 PM »
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************ ERROR ************ \Documents and Settings\Ty\Desktop\/./reference.smd doesn't exist
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Re:Mapping Challenge #2
« Reply #1220 on: May 18, 2004, 05:03:08 PM »
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got by that then i run into:
unknown studio command: triangles.
then milkshade crashes on me.
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Re:Mapping Challenge #2
« Reply #1221 on: May 18, 2004, 05:05:24 PM »
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Well obviously I have no clue - I downloaded Milkshape but haven't even installed it
Only thing I can suggest is asking someone on the forum the procedure for going from Maya to Milkshape to .mdl.
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Re:Mapping Challenge #2
« Reply #1222 on: May 18, 2004, 05:06:45 PM »
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i need to take a break from this..i'll report back tomorrow
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Re:Mapping Challenge #2
« Reply #1223 on: May 18, 2004, 05:07:07 PM »
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Found it:
Q: I get this error: unknown studio command: triangles?
This is the same problem as above, and it has nothing to do with triangles, or faces of your model. This was a text error print out that was handed down by the software company Valve when they originally made the compiler for half-life models. Short of it is: change your image mode to "Indexed" instead of rgb, (sometimes called truecolor, or highcolor). Half Life compiler can only handle 256 indexed color bmps.
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Re:Mapping Challenge #2
« Reply #1224 on: May 18, 2004, 05:07:53 PM »
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oh. ok hold on
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Re:Mapping Challenge #2
« Reply #1225 on: May 18, 2004, 05:08:42 PM »
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I just slapped the error into the Search field on the forum and got it straight away
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Re:Mapping Challenge #2
« Reply #1226 on: May 18, 2004, 05:11:27 PM »
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here ya go..have fun
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Re:Mapping Challenge #2
« Reply #1227 on: May 18, 2004, 05:12:42 PM »
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You want to wait and see what happens or will I just post my results for you to look at later?
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Re:Mapping Challenge #2
« Reply #1228 on: May 18, 2004, 05:14:08 PM »
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do it now. im intrigued..
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Re:Mapping Challenge #2
« Reply #1229 on: May 18, 2004, 05:16:51 PM »
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speaking of phoenixs, i have a fun easter egg entity challenge for you that could end up really cool for b4
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Re:Mapping Challenge #2
« Reply #1230 on: May 18, 2004, 05:19:10 PM »
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Ok it worked but it's tiny (what I expected - either that or massive anyway!) Now you just have to figure out scaling and you're away!
Btw notice that this little fiasco has pushed my post count about 1000! I'm third highest poster on CSR! My life's work is complete
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Deuce
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Re:Mapping Challenge #2
« Reply #1231 on: May 18, 2004, 05:20:25 PM »
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wait..so what does it look like compiled?
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Re:Mapping Challenge #2
« Reply #1232 on: May 18, 2004, 05:23:27 PM »
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i made it 10 times bigger.
imagine if this thread..i bet 80% of your postcount would be gone
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Re:Mapping Challenge #2
« Reply #1233 on: May 18, 2004, 05:23:34 PM »
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I haven't compiled it - it will look like that tiny little thing you see there. Have you never used the model preview thing in the latest Hammer? I suppose you wouldn't have if you were using quark! Here's another hammer pic except with a player start so you can see the size - your model is the tiny little speck at the centre of the cycler sprite!
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Re:Mapping Challenge #2
« Reply #1234 on: May 18, 2004, 05:25:12 PM »
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ah. cute little bird that is.
on another side note, if the bird appears black, it means that along with the bmp needing to be indexed, it also needs to be by a ration of 16...i just noticed that error message in the log, but it made the model anyway
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Re:Mapping Challenge #2
« Reply #1235 on: May 18, 2004, 05:26:29 PM »
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more importantly, if you do compile the bigger version grounded, i would like to know what is considered the "center" of the model, so i can line it up if needed too.
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Re:Mapping Challenge #2
« Reply #1236 on: May 18, 2004, 05:26:39 PM »
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Yeah if this thread was gone I'd be a total peon in terms of post count
Right. I tried the new one and the model appears exactly the same size. Are you sure you sent me an updated one?
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Re:Mapping Challenge #2
« Reply #1237 on: May 18, 2004, 05:29:22 PM »
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alright..i scaled it 10 times, then scaled it again another 10 times
i also fixed the texture methinks
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Re:Mapping Challenge #2
« Reply #1238 on: May 18, 2004, 05:33:52 PM »
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No change I was looking at that tut again trying to find the bit about scaling. There seems to be something at the end (page 12 or 13) about a $scale thing in the QC file that you need to set? Dunno if you're already doing that or not.
Centre of the model: It looks to me to be the geometric centre.
B4 entity stuff: IM me the idea and I'll tell you tomorrow if it's feasible!
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Re:Mapping Challenge #2
« Reply #1239 on: May 18, 2004, 05:38:04 PM »
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oh i know it will work..it copies an entity in a map not played alot, and the randomness entities of deuceball. more of a special effect more then gameplay thing
i knew exactly what you meant by $scale. i changed it from 1.0 to 4.0
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Re:Mapping Challenge #2
« Reply #1240 on: May 18, 2004, 05:41:37 PM »
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That's it! The wings are still black (the body looks like gold chrome or something) but the bird is 4 times bigger Guess now you just need to find the right scale - so try making the simplest of all the cars (probably slight's volvo or van) and then tomorrow we can tweak it's scale until we get the right proportions
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Re:Mapping Challenge #2
« Reply #1241 on: May 18, 2004, 05:43:23 PM »
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cool!
stay on for a sec and i'll write up my easter egg idea
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Re:Mapping Challenge #2
« Reply #1242 on: May 18, 2004, 05:43:43 PM »
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oh, and a picture please
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Re:Mapping Challenge #2
« Reply #1243 on: May 18, 2004, 05:50:54 PM »
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Re:Mapping Challenge #2
« Reply #1244 on: May 18, 2004, 06:07:26 PM »
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i should also mention that i only have 31 days left on my free unregistered version of milkshape
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Re:Mapping Challenge #2
« Reply #1245 on: May 18, 2004, 07:33:13 PM »
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I felt the need to contribute....
I took some time and re-did the pavement textures (not sure if grounded already did)...... The only thing that might need tweaking is the brightness. My monitor is going to die soon, and even with the brightness cranked things are really dark, so that might affect the end result of the texture. Feel free to modify if need be.
and the .tga's can be found in the cs_reloaded/slight/images folder, called ext_pave1.tga, ext_park1.tga, and ext_road1.tga.
enjoy.
slight
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Re:Mapping Challenge #2
« Reply #1246 on: May 19, 2004, 04:53:44 AM »
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Ooh very nice. I've uploaded ext_road2 and ext_pave3 to the same folder pending the same treatment. Could you also take the blank road (ext_pave1.tga) and do a version with yellow stripes across it like a no parking zone? I'm gonna go see what these look like in game
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Re:Mapping Challenge #2
« Reply #1247 on: May 19, 2004, 07:16:56 AM »
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Ooh very nice. I've uploaded ext_road2 and ext_pave3 to the same folder pending the same treatment. |
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Does this mean you want me to modify them the same way I did pave1, road1 and park1?
Could you also take the blank road (ext_pave1.tga) and do a version with yellow stripes across it like a no parking zone? I'm gonna go see what these look like in game
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Absolutely....be happy to. :-)
slight
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Re:Mapping Challenge #2
« Reply #1248 on: May 19, 2004, 08:06:11 AM »
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Yes please The tarmac itself was a bit light when I tried it so I darkened it by -40 in Photoshop. I'm going to try another compile now to test out a few things so we'll soon see what it looks like.
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Re:Mapping Challenge #2
« Reply #1249 on: May 19, 2004, 08:08:17 AM »
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C O O L
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Re:Mapping Challenge #2
« Reply #1250 on: May 19, 2004, 08:58:22 AM »
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Hmmm. It still doesn't look right. I think maybe it's a little on the blue side but I'll just keep playing around with the saturation/darkness etc. until I get it right. Oh and I finally put in the water fountain!
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« Last Edit: May 19, 2004, 10:09:07 AM by Grounded » |
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Re:Mapping Challenge #2
« Reply #1251 on: May 19, 2004, 09:09:52 AM »
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Nice..... Drop the saturation a little if you want, but look at a real piece of pavement first.... sun bleached pavement has quite a bit of blue in it.
Any pics of the water fountain?
slight
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Re:Mapping Challenge #2
« Reply #1252 on: May 19, 2004, 10:08:48 AM »
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No but I'll upload a bsp tonight once I've made the fountain usable
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Re:Mapping Challenge #2
« Reply #1253 on: May 19, 2004, 05:02:23 PM »
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Well I said I would upload a bsp but I didn't. Man am I heinous.
1) I think I've finally found the right darkness/saturation for the roads. 2) The fountain now works. 3) The projector makes noise. 4) More tex improvements and placement error fixes.
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Deuce
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Re:Mapping Challenge #2
« Reply #1254 on: May 19, 2004, 05:04:32 PM »
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awesome. will be ready for an end of month playtest?
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Re:Mapping Challenge #2
« Reply #1255 on: May 19, 2004, 05:05:59 PM »
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Don't see why not
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Re:Mapping Challenge #2
« Reply #1256 on: May 19, 2004, 05:07:38 PM »
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ok
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If you still quetion this get me and as many of your friends in one room or a hall way and I'll use a rubber knife and see how many of you I can smack with it! |
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Re:Mapping Challenge #2
« Reply #1257 on: May 19, 2004, 05:09:10 PM »
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Your comment is duly noted. We will take it under advisement.
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slightcrazed
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Re:Mapping Challenge #2
« Reply #1258 on: May 19, 2004, 07:25:17 PM »
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OK....here's the new ones. I based everything off of my base pavement, so whatever modification you had to do to the brightness and saturation you can repeat on all of them and get the same effect.
The .tga's are in my image folder. I hope you like the stripe one....cause that thing was a bitch. You might have to f*ck with it in wally to get the stripes to line up... they are REALLY close, but I didn't have time to get it perfect.... you'll see what I mean.
Enjoy!
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Re:Mapping Challenge #2
« Reply #1259 on: May 19, 2004, 07:31:19 PM »
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Your comment is duly noted. We will take it under advisement.
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lol! My god, brilliant comedic talent must run in your family.
You both have careers to fall back on if the mapping and the living in France for no explicable reason things (respectively) fall through.
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Re:Mapping Challenge #2
« Reply #1260 on: May 20, 2004, 04:22:58 AM »
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A career in mapping....I can but dream
slight - when I made a striped one I used Wally's automatic feature which creates lines that match up. Then I copied the image across to PS and just used the yellow lines.
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Re:Mapping Challenge #2
« Reply #1261 on: May 22, 2004, 12:38:07 PM »
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I'm crashing all over the shop whenever I try and play CS Just in case, I'm uploading an uber_backup.zip of all the latest files. You two can get it if you want all the wads and latest source.
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Re:Mapping Challenge #2
« Reply #1262 on: May 23, 2004, 02:21:39 PM »
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Ok the fountain is really starting to piss me of now. Basically I have the fountain itself is a func_button that triggers a multi_manager. The mm turns on the water and the water sound effect and then turns them off again 2 secs later. Works fine for round 1 but then the water sound starts on instead of off. I added the old 'reset round' trick that targetted a trigger_relay to set the state of the sound effect to off every round but it doesn't work! The weird thing is, I found a forum message with a similar problem and that is the solution... Something is not right.
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slightcrazed
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Re:Mapping Challenge #2
« Reply #1263 on: May 23, 2004, 03:04:36 PM »
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Interesting...It should remain off when the next round starts. I had a similar problem a while back trying to make a TV that you could blow up, but for some reason it only worked the first round, and then on the second round some of the things that should have reset themselves DIDN'T. I remember that the solution I found used a trigger_changetarget so that I could make one of my triggers point to a 'null' object instead of activating the TV again. I think something similar might work here. You are using a func_door to reset one of the entities on the fountain I assume......
This is from a post that I left on the valve-erc a LONG time ago.... I hope this kind of makes sense...
"Sorry striker, but it's a lot more complicated than that. You need to set up some sort of state checking system so that in the following round, everything comes back to normal. If I remember correctly, func_breakables automatically reset at the end of the round. the problem is, if you shoot the light out, you want it to turn back on next round. so you place a door in your map, and set it's target on close to a MM to turn the light back on right? Wrong. what happens if you don't shoot the light out. now when the next round starts, it is turned back OFF instead of on. Best solution? use a trigger_changetarget in between the door and the lamp. Have it target a trigger_relay. Set the Trigger_relay's target to null. Put a door hidden in your level, and set it's fire on close to the trigger relay. Make your func_breakable target the trigger_changetarget so that when the breakable is broken, it changes the target of the trigger relay to the lamp, (or a MM) so that you can cause the closing door to 'fix' the lamp at the start of the next round. "
Maybe a modified solution using this method will work.. It's still a state-checking feature, so I'd give it a go.
If you need more help, throw the fountain in a room all by itself with all of the entities and then put the .map on the FTP server, and I'll have a look at it. :-)
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Re:Mapping Challenge #2
« Reply #1264 on: May 23, 2004, 04:59:23 PM »
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Don't fret slighty, I solved it I edited the wav to remove it's looping cue point and set the multi_manager to only target it once. With the Not Toggled flag on, it works a treat
New bsp is about to be uploaded for you two to peruse - there are still bugs but it's worth downloading just for the fountain
Oh and you'll also need to download water.zip and put water.wav in the sounds/cs_reloaded/ folder.
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« Last Edit: May 23, 2004, 05:00:37 PM by Grounded » |
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Re:Mapping Challenge #2
« Reply #1265 on: May 23, 2004, 07:19:15 PM »
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you seemed to have left out a file..potted_plant.mdl?
anyway..because it doesnt have it, the server has crashed. now i need to figure out how to fix it
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Re:Mapping Challenge #2
« Reply #1266 on: May 23, 2004, 07:28:57 PM »
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well. the server was down for 20 minutes, but i finally figured out how to restart it. glad i was paying attention when porter explained it all to me
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Re:Mapping Challenge #2
« Reply #1267 on: May 23, 2004, 11:20:42 PM »
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well. the server was down for 20 minutes, but i finally figured out how to restart it. glad i was paying attention when porter explained it all to me
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Mee too.
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Re:Mapping Challenge #2
« Reply #1268 on: May 24, 2004, 04:52:18 AM »
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Put it in cstrike/models/. Sorry
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Re:Mapping Challenge #2
« Reply #1269 on: May 24, 2004, 05:37:53 AM »
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Incidentally, are any models going to be done in time or are we just going to have to go with what we have for this edition? I can put basic lamps on those post at minimal poly expense but the closer we can get to a final the better
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Re:Mapping Challenge #2
« Reply #1270 on: May 24, 2004, 12:14:54 PM »
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After a few minutes of irritation, I worked out why cs_reloaded_b4_56 wouldn't run: I maxed out on entities I was wondering when that would happen!
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Re:Mapping Challenge #2
« Reply #1271 on: May 26, 2004, 06:55:06 AM »
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Some new stuff. Hopefully I should have a final edition to be tested before releasing the download URL by tonight. With either of you be on to try it out with me? If not I'm sure I could rope SG or Terraji or someone in...they're always on
I thought we deserved an award
New office block texture
View from the CT monitor camera in the shipping building
Edit: The images aren't displaying (much like Pancho and joey's sigs) from the slightofcode webspace. I uploaded them to my own crappy space instead.
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« Last Edit: May 26, 2004, 06:56:51 AM by Grounded » |
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slightcrazed
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Re:Mapping Challenge #2
« Reply #1272 on: May 26, 2004, 08:32:03 AM »
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Sorry, my machine lost power last night...web server is back up and running.
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Re:Mapping Challenge #2
« Reply #1273 on: May 26, 2004, 09:34:16 AM »
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Sorry, my machine lost power last night...web server is back up and running.
slight
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Ah ha! Something that's NOT my fault! Yay!
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Deuce
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Re:Mapping Challenge #2
« Reply #1274 on: May 30, 2004, 01:00:38 PM »
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Grounded, map a simple map with this model and compile it, then take a screenshot from different angles please.
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Re:Mapping Challenge #2
« Reply #1275 on: May 30, 2004, 02:26:45 PM »
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Did you make this or is it a tutorial thing from somewhere? Btw as is probably obvious from the screenie, the car is like 1/4 scale or something.
Will someone IM me the connection info the ftp again since I'm on JB's comp please? I had to use my useless space again.
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Re:Mapping Challenge #2
« Reply #1276 on: May 30, 2004, 02:56:17 PM »
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thats the basic model to work from in HL Rally. I was curious as to how the textures looked compiled.
how much more detail do you want for the cars beyond this model?
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Re:Mapping Challenge #2
« Reply #1277 on: May 30, 2004, 03:32:10 PM »
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Not much. Like I said, we basically just need the brush-based cars/vans replicated in mdls - and they're not particularly detailed as it is. If you want to add a bit more detail that's fine too, but don't give yourself too much extra work!
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Re:Mapping Challenge #2
« Reply #1278 on: May 30, 2004, 04:28:50 PM »
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i havent the slightest idea what i am doing. try this one.
also sending you PM
EdIT - scratch that..i dont even remember the info for the ftp server >_<
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deucetest1.mdl « Last Edit: May 30, 2004, 04:31:14 PM by Deuce » |
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Re:Mapping Challenge #2
« Reply #1279 on: May 30, 2004, 05:19:06 PM »
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Surgeon General
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Re:Mapping Challenge #2
« Reply #1280 on: May 30, 2004, 09:58:19 PM »
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That ride is looking quite pimp.
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Grounded
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Re:Mapping Challenge #2
« Reply #1281 on: May 31, 2004, 04:50:16 AM »
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If you say so SG
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Re:Mapping Challenge #2
« Reply #1282 on: May 31, 2004, 11:40:26 PM »
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just to show that i made some progress, i started fooling around with some textures. i also downloaded half life viewer so i could check the models out myself (duh!).
my next step is to make a car from scratch now in Maya, now that i am getting the hang of this.
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Re:Mapping Challenge #2
« Reply #1283 on: June 01, 2004, 02:17:34 AM »
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Deuce
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Re:Mapping Challenge #2
« Reply #1284 on: June 01, 2004, 06:00:44 PM »
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bleh
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Re:Mapping Challenge #2
« Reply #1285 on: June 01, 2004, 06:09:54 PM »
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Try doing something small - like the brush lights I have on the gate posts at the moment. Then the textures will have to fit!
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slightcrazed
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Re:Mapping Challenge #2
« Reply #1286 on: June 01, 2004, 09:49:17 PM »
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OK.....
I spent a good deal of time running around b4 like a chicken with my head cut off with gl_wireframe 2 on looking for areas of face splitting and places where hint brushes might help.
There are a number of images on the FTP server in the cs_reloaded/b4_screens folder that illustrate some of the things that I will mention here.
First off......stairs. Most of the stairs in b4 are causing bad face splits in the walls. This best example is below:
This is pretty bad, and this one set of stairs is responsible for (I'm guessing) an additional 30 or 40 w_poly itself. This staircase is visible from about 60% of the map, so preventing these splits would go a long ways to helping r_speeds. There are 4 or 5 other example pics in the folder of just stairs. The best method I have found to eliminate face splitting from stairs is to place a ramp below the stairs, and turn the stairs themselves into triangles, and then make those triangles func_walls. I have done this in the lobby (see next pic), however the triangles are not func_walls, and face splitting is still occuring.
If you look to the left side of the map, you'll see what I mean about a ramp with triangles on it. Look to the right side, and you'll see that face splitting still occurs because the triangles are world brushes. Func_wall those bad boys and the splitting will be gone.
The lobby is one place where alot of r_speed reduction can be done. I had not done any work to r_Speed reduction when I first worked on the lobby, other than to func_wall some objects that were obvious. The pillars are causing face splitting in the floor, as is the desk. Lift the desk a half unit off the floor, and func_wall those pillars, fix the stairs and I bet we can knock 50 to 80 w_poly off that room easy. There are pics of the lobby on the server.
The garage is another place where splitting is happening pretty bad. The floor and ceiling are both being split by the pillars and lights that run the length of the room (see below).
The most elegant solution is to func_wall the upper and lower sections of the pillars (where they appear to be boxed in), and to lower the lights just slightly so that they don't split.
I only found one place that was a candidate for hint brushes, but it would be hardly worth the effort (or the extra vis_blocks caused by it). If you really want to give it a try then I'm game, but I'll leave it up to you.
I would be happy to do some of the r_speed reduction work, if you wouldn't mind uploading the most recent .map (or .rmf, if I have to boot to windows then I guess I have to). Give me a day or 2 to work on the changes.
I think there is much room to work with....and I think we can cut r_speeds by a lot. Some of those 1000 w_poly areas may be down closer to 800 by the time all is said and done.
slight
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Re:Mapping Challenge #2
« Reply #1287 on: June 02, 2004, 01:07:04 AM »
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i too myself did some heavy work (mind you it was only mental thinking work), and i think i might have found an easy solution to the car model problem..the only bad side about it though is that it would all be based on that basic car model..and variation of the car would be based on textures and additional small items that could be added on later.
I will test my theory out and report once i am done.
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Re:Mapping Challenge #2
« Reply #1288 on: June 02, 2004, 02:11:59 AM »
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hey hey...it worked! i created a texture template for the cars so all i need to do is model the texture to fit the template, and it will look right on the car (nevermind the bumper right now..i need to recompile the model to make the bumper separate)
so..i know slight is gonna try making a few car models in blender..if that works out too, maybe we can have a combination of both of our cars in there for variation.
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Re:Mapping Challenge #2
« Reply #1289 on: June 02, 2004, 05:22:37 AM »
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So does gl_wireframe 2 draw the polys that are seen by the engine? I think I always used wireframe 1 which just outlines them and doesn't show polys round corners or behind walls.
Anyway, there are some sticking points with your suggested revisions (cause on the face of it they look like being a big help).
1) The stairs were mostly func_walls before however the hostages refused to climb them and so they were turned back into world brushes. I have no idea why hostages won't climb certain func_walled stairs - in one of your other pics on the ftp server you can actually see one set of stairs that IS func_walled and the hossies will climb it fine
2) I made the pillar tops func_walls in a previous revision however this resulted in some dodgy looking shadows above them. I suppose that could be corrected with some faint point lights but then we come to problem 3...
3) ...too many ents. Remember I ran out of entities not long ago and have been trying to economise on func_walls. One thing I started but didn't completely finish was making the lights all solid and moving them 1 unit away from the wall. It works and is unnoticeable in most areas so far but there are still a lot of ents in the map and that in itself is not so good (something to do with server load as I understand it).
4) Uploading the map/rmf. I can do that but I don't have the latest wad on this computer and I'm not sure if I can transfer it across yet. Thus we would be unable to compile the map unless we switched some of the textures for a test compile.
I do think we should try and implement all these changes but I'm just mentioning that it may end up being a lot harder than you thought! The hossies are really quite particular about stairs for some inexplicable reason - remember that the stairs near the two Storage Reloaded vans were changed into a flat slope because I couldn't convince the hossies to climb them no matter what I did. Incidentally, if either of you feels so inclined, we could do with some replacement cab textures for those vans. slight's original ones look a little 'space age' but more importantly they needed the cab to be all curvy to fit them. If we can make the cabs more boxy then we can save a few more polys there too.
I'll try and set my messed up comp back up later today and extract the necessary files in Safe Mode. It might not work but even if it doesn't there are tools to extract textures from a bsp plus we have a pretty recent wad zip on the ftp.
The rmf source is on the ftp server now as cs_reloaded_b4_68.zip.
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Re:Mapping Challenge #2
« Reply #1290 on: June 02, 2004, 06:06:05 AM »
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justboysucks.jpg!?!?? Ooh that's nasty.
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Escape artists never die.
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Re:Mapping Challenge #2
« Reply #1291 on: June 02, 2004, 07:52:39 AM »
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Every time we test the maps it's "Where is my Justboy Sucks crate??". Eventually, I won't be able to delay any longer...
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Re:Mapping Challenge #2
« Reply #1292 on: June 02, 2004, 10:38:41 AM »
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As promised, I transferred the two updated wads to this comp. Now if you guys want to look at the source on your comps you'll need to download the last backup (uber_backup.zip) which has all the necessary wads and then replace van.wad and csr_eggs.wad with the files from updated_wads.zip.
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Deuce
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Re:Mapping Challenge #2
« Reply #1293 on: June 02, 2004, 05:16:49 PM »
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justboysucks.jpg!?!?? Ooh that's nasty.
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i find it easier to keep track of my files if i keep a easy to remember filing system
justboysucks, justboyblows, justboyreeks...the list goes on
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Re:Mapping Challenge #2
« Reply #1294 on: June 02, 2004, 05:25:27 PM »
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justboyhasafamilyofcrowsroostinginhismoplikehair.jpg
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slightcrazed
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Re:Mapping Challenge #2
« Reply #1295 on: June 04, 2004, 08:33:12 AM »
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OK.... we have good news and we have bad news. The good news is that I have been able to shave off some polys by reducing face splitting and by using some hint brushes. The bad news is that even with these savings some parts of the map are always going to be high, unless some major modifications are made.
Example:
The top image is from the last playtest, the bottom image is a compile with my enhancements. As you can see, with some tweaks and hint brushes I was able to shave off over 70 polys from this view (1086 to 1012). If you look closely at the blue circles you can see the differences that the hint brushes made. However, this area is still at or near 1000, and that's about 200 w_poly higher than we would like.
I only used hint brushes in this area so far. I can go ahead and try to treat the rest of the map and see if I can lower some of the problem areas, but even with 60 -80 w_poly savings (or more), those areas are still going to be pretty high. Hint brushes are nice, but the probelm with cs_reloaded is more in it's design, and that can't be cured with hint brushes. In most circumstances you aren't going to see more than maybe 100 w_poly savings at best, depending on the situation.
Let me know how you want me to proceed.
slight
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Re:Mapping Challenge #2
« Reply #1296 on: June 04, 2004, 09:02:51 AM »
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Some things that can be done:
1) The cabs of those two trucks look to be at about 25 poly each at the moment when really they should be like 9. That can be fixed. By changing the shape of the cab we can also change the front pair of wheels to trapezoidal instead of hexagonal
2) The brick lip around the grass can be lowered so that it is flush with the grass. This can also be done at the other curving road.
3) The exterior lights that are not func_walls can be made so - or sliced one unit away from the walls. This might end up with slightly weird looking lighting effects. You could possibly try making them func_walls but turning their light opacity on (ZHLT only I think).
4) We can make the skylight into a world brush with a dark glass texture which is then set to gently emit light. As pretty as it is, I don't think it's really that useful tactically i.e. for grenades. This is probably the most severe option but judging by those pics it should chop a great chunk off the speeds. I definitely think the skylight is necessary to make the building look a bit less flat.
5) There is probably about 10-15 poly in that view that can be saved with NULLing but it would require a little messing about with a bit of the brushwork that would be hard to explain. I think NULL should be just about the final thing we do to completely optimise the map.
You can try any and all of 1-4 if you like, in whichever order. And if you don't want to do it, upload the rmf of your modifications
I know the design does not lend itself well to low speeds - what can I say, I like big open areas and HL doesn't! Where's the challenge in making a claustrophic map that's packed with details when you can work hard to try and have a nice big open map?
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Re:Mapping Challenge #2
« Reply #1297 on: June 04, 2004, 09:24:37 AM »
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MSN is playing up. Here's the pic to show you what I mean:
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Deuce
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Re:Mapping Challenge #2
« Reply #1298 on: June 04, 2004, 01:46:58 PM »
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Deuce
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Re:Mapping Challenge #2
« Reply #1299 on: June 04, 2004, 03:05:50 PM »
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fishies
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Deuce
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Re:Mapping Challenge #2
« Reply #1300 on: June 04, 2004, 03:36:17 PM »
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LIES!! ALL LIES!!
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Re:Mapping Challenge #2
« Reply #1301 on: June 04, 2004, 03:47:36 PM »
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***NEWSFLASH***
Deuce has been kicked from clan [Useless].
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Re:Mapping Challenge #2
« Reply #1302 on: June 04, 2004, 04:08:34 PM »
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Oooooooo.......slighty is impressed.
:-)
slight
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Re:Mapping Challenge #2
« Reply #1303 on: June 05, 2004, 12:52:27 AM »
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spent 2 hours getting this done. Introducing the Ford Fiesta CSR Carpack featuring Ribs Blue and Porter Yellow! Complete with mirrors and antenna, these cars can be yours if the price is right!
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Re:Mapping Challenge #2
« Reply #1304 on: June 05, 2004, 12:55:43 AM »
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i should also add that we need to get the size of these two cars done before i start on the next one.
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Re:Mapping Challenge #2
« Reply #1305 on: June 05, 2004, 04:40:23 AM »
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If that's a modification of yesterday's one (which it looks like) then the size is 2.65 I think. I'll check them in a little while.
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Re:Mapping Challenge #2
« Reply #1306 on: June 05, 2004, 11:20:36 AM »
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that is not a modification..that is me starting completely fresh
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Re:Mapping Challenge #2
« Reply #1307 on: June 06, 2004, 04:33:58 PM »
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Here's a pic to gauge the size. I'd say 1.5 looks good for a second try.
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Re:Mapping Challenge #2
« Reply #1308 on: June 07, 2004, 12:46:30 PM »
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insize this zip are 5 models of the final version of the blue fiesta car. in sizes 3, 3.25, 3.5, 3.75, and 4.
compile them if you have the chance and see which one works best or if i need to make one inbetween those
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Re:Mapping Challenge #2
« Reply #1309 on: June 08, 2004, 06:14:13 PM »
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kupo!
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Re:Mapping Challenge #2
« Reply #1310 on: June 08, 2004, 07:38:35 PM »
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word up
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Re:Mapping Challenge #2
« Reply #1311 on: July 26, 2004, 05:58:59 AM »
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<Obligatory post to get this going again>
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Re:Mapping Challenge #2
« Reply #1312 on: July 26, 2004, 07:30:45 AM »
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<Obligatory post to say "hey! whats a map?">
No but to be serious I am all too happy to do some plans for a new map me and Deuce discussed a long time ago. Finished my degree now, so I'm free (at least until I get a job! )
I'll post up my idea in this thread shall I? I'll do a .jpg to describe it properly rather than relying on text to show you what its about.
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Re:Mapping Challenge #2
« Reply #1313 on: July 26, 2004, 09:01:13 AM »
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If it's about this map then post it here but if it's a different one then create a new thread
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Re:Mapping Challenge #2
« Reply #1314 on: July 26, 2004, 09:30:33 AM »
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What's this? A VIP on cs_reloaded?!
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Deuce
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Re:Mapping Challenge #2
« Reply #1315 on: August 18, 2004, 04:38:13 AM »
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Model #1 - shipping room computers
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Re:Mapping Challenge #2
« Reply #1316 on: August 18, 2004, 05:20:13 AM »
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Suhweet. Presumably you can cut most of that out and have a single computer model too?
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Re:Mapping Challenge #2
« Reply #1317 on: August 18, 2004, 05:21:08 AM »
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Model #2 / 3 - paper trash models
each model is editable in model viewer, as each paper uses a different texture (currently all of them are the same)
the difference between the models is the paper placement and different bends in the paper
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Re:Mapping Challenge #2
« Reply #1318 on: August 18, 2004, 05:25:53 AM »
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Suhweet. Presumably you can cut most of that out and have a single computer model too?
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Model #4 - single computer. back of computer is shown (display of screen is editable via a 256x256 image)
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Re:Mapping Challenge #2
« Reply #1319 on: August 18, 2004, 07:30:43 AM »
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Rock
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Druz
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Re:Mapping Challenge #2
« Reply #1320 on: August 18, 2004, 12:03:08 PM »
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Are you guys making/made reloaded a VIP map? That would actually be a good idea
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Re:Mapping Challenge #2
« Reply #1321 on: August 18, 2004, 12:10:15 PM »
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The next version will probably include hossies AND a VIP. Not sure if we're willing to surrender the cs_ part of the name yet
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Re:Mapping Challenge #2
« Reply #1322 on: August 18, 2004, 12:42:50 PM »
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you could make it a DE map with Porters car as the bombsite.
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Re:Mapping Challenge #2
« Reply #1323 on: August 18, 2004, 12:47:00 PM »
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Yeah let's just throw all the objectives into one map
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Re:Mapping Challenge #2
« Reply #1324 on: August 18, 2004, 12:47:57 PM »
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LOL, Yeah lets see if the T's can plant the bomb before the Ct's get the hosties out
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Re:Mapping Challenge #2
« Reply #1325 on: August 18, 2004, 12:49:55 PM »
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just run 5 versions in a rotation.
cs_reloaded
as_reloaded
de_reloaded
es_reloaded
fy_reloaded
No need for any other maps on the server 24/7 Reloaded!
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Re:Mapping Challenge #2
« Reply #1326 on: August 18, 2004, 12:54:00 PM »
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You have to love those maps with both hostages and bombs. Or maps that are cs_maps that don't have any hostages. There are some really awful maps out there. Case in point de_gastation (i think thats what its called) and cs_blackhawkdown. Awful maps.
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Re:Mapping Challenge #2
« Reply #1327 on: August 18, 2004, 01:28:29 PM »
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The idea of having hossies and a bomb is new to me but it sounds kinda fun. Could you do something like have most of the T's start at the hossies but one T starts somewhere else with the bomb.
The idea would be that the T's have to plant the bomb to have ANY chance of winning (except killing all CT's obviously). The bomb site(s) would be near the hossies because obviously they need to be in threat of being bombed. The one T who starts on his own would need to try to get to his mates and the bomb site/hossies as fast as possible.
The CT's have two choices A) try to intercept the lone T before he can get to his mates. OR B) Go straight for the hossies.
The map should be balanced such that if the T's rush back towards their loner to help him get to the bomb site then they run the risk of the CT's being able to save the hossies before they get back - provided the CT's are fast enough and havent also made the choice to go for the lone T as well.
If the T's can then get the bomb to the bombsite without the hossies getting nicked from under their noses the they would have the usual advantage and the CT's would generally try to decide to disarm the bomb - but if the numbers were low 1v1 on 2v2 then they could maybe try and rescue the hossies before the bomb goes off if they felt the bomb was being camped well.
Obviously this may be very hard to get right in terms of balance. And obviously the hossies and bombsite(s) would have to be divided enough to allow various possible variations of play but close enough to keep it focussed.
If the balance can be reached then I think this may give a really diverse map - but the big things to watch out for are that its too easy for the CT's to either get into the hossies and rescue them even if the T's chose to stay there in the first place. Or if is too easy for the CT's to get to the bomb guy and camp the bomb - then you just end up wth a big campfest and no real effort to complete objectives by either team. But if its too easy for the bomb T to get to the site on his own even if he recieves no help from his team AND the CT's have tried to target him specifically then the map will effectively be a straight forward de_ map.
Basically the balance all revolves round the choices the teams make - make the right one and you could win really easilly if the other team make the wrong choice. But if they counter each other correcty then there are pleanty of options for how the objectives can be completed.
Anyway just an idea - and probably not a very well thought out one - but you never know it might spark a better idea in the minds of those creative types
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Re:Mapping Challenge #2
« Reply #1328 on: August 18, 2004, 02:13:43 PM »
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I've been involved in some in depth, drawn out discussions about trying to create new objectives within CS. It's not really possible, sadly.
I'm tempted to suggest we make this a VIP map but retain the name cs_reloaded...
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Re:Mapping Challenge #2
« Reply #1329 on: August 18, 2004, 04:45:48 PM »
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just run 5 versions in a rotation.
cs_reloaded as_reloaded de_reloaded es_reloaded fy_reloaded
No need for any other maps on the server 24/7 Reloaded! |
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That would be SUPER turbo cool!
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Re:Mapping Challenge #2
« Reply #1330 on: August 18, 2004, 11:15:55 PM »
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I've been involved in some in depth, drawn out discussions about trying to create new objectives within CS. It's not really possible, sadly.
I'm tempted to suggest we make this a VIP map but retain the name cs_reloaded...
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I'd have to agree that the VIP idea would be cool. As it is, cs_reloaded is basically a VIP map anyway, just noone actually gets to be in complete controll of the VIP.
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Deuce
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Re:Mapping Challenge #2
« Reply #1331 on: August 19, 2004, 04:19:32 PM »
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Model # 5 - computer desk chair
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Re:Mapping Challenge #2
« Reply #1332 on: August 19, 2004, 04:44:34 PM »
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Sweet like a cherry treat
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Re:Mapping Challenge #2
« Reply #1333 on: August 22, 2004, 12:49:27 PM »
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slight do you have your optimised map file?
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slightcrazed
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Re:Mapping Challenge #2
« Reply #1334 on: August 23, 2004, 07:32:20 PM »
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Hmmm..... I think I do somewhere.... just where exactly I'm not sure.
I was waiting to do all of the optimizations until you guys have all the other stuff done. No sense in optimizing if the layout is going to go through major changes.
slight
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Re:Mapping Challenge #2
« Reply #1335 on: August 24, 2004, 05:48:43 AM »
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Alright I'd use the version I have.
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Re:Mapping Challenge #2
« Reply #1336 on: October 13, 2004, 05:07:24 AM »
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Deuce - attach the models you've made thus far, I feel like doing something (i.e. something other than your map!)
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Re:Mapping Challenge #2
« Reply #1337 on: October 25, 2004, 07:41:43 PM »
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eh. a little bit rusty after a long time of no modeling, but its a start
now only if i can figure out what happened to my awesome shader library i had on my last version of maya..
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Re:Mapping Challenge #2
« Reply #1338 on: October 26, 2004, 04:23:15 AM »
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If you were trying to make a car I'd say you're VERY rusty
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Re:Mapping Challenge #2
« Reply #1339 on: October 30, 2004, 09:36:24 PM »
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I don't get it?
slight
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Re:Mapping Challenge #2
« Reply #1340 on: October 31, 2004, 12:30:28 AM »
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eh.. its me reinstalling maya onto my new computer and realizing that i have forgotten how to do everything. before i attempt to make car models i need to get my skills from this:
back to this:
then ill try making a car
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Re:Mapping Challenge #2
« Reply #1341 on: October 31, 2004, 09:17:52 AM »
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How is making the jester harder than making a car? Surely cars are much easier since they're all angular...
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Re:Mapping Challenge #2
« Reply #1342 on: October 31, 2004, 11:30:18 AM »
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Deuce is that nuke on the pc? it looks like nuke....
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Re:Mapping Challenge #2
« Reply #1343 on: October 31, 2004, 11:54:19 AM »
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Deuce is that nuke on the pc? it looks like nuke....
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Re:Mapping Challenge #2
« Reply #1344 on: October 31, 2004, 12:16:09 PM »
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Looks very much like Nuke to me too - good spot
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Re:Mapping Challenge #2
« Reply #1345 on: November 01, 2004, 10:27:39 AM »
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Great contributions you three
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Re:Mapping Challenge #2
« Reply #1346 on: November 01, 2004, 10:35:53 AM »
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Its nuke all right!!!!!!!!!!!!!!!!!!111111
looks like those cables are a fire hazard!
nice though
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« Last Edit: November 01, 2004, 10:36:38 AM by TheeKiller » |
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If you still quetion this get me and as many of your friends in one room or a hall way and I'll use a rubber knife and see how many of you I can smack with it! |
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Re:Mapping Challenge #2
« Reply #1347 on: November 01, 2004, 03:10:38 PM »
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Its nuke all right!!!!!!!!!!!!!!!!!!111111
looks like those cables are a fire hazard!
nice though
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Hopefully, they will cause a fire and he'll get a chance to replace that ugly ass wall paper.
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Re:Mapping Challenge #2
« Reply #1348 on: November 01, 2004, 03:50:49 PM »
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what's that? heavy metal music sucks total monkey balls?
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Re:Mapping Challenge #2
« Reply #1349 on: November 01, 2004, 03:52:56 PM »
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what's that? heavy metal music sucks total monkey balls?
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Re:Mapping Challenge #2
« Reply #1350 on: November 01, 2004, 03:54:43 PM »
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go ahead, it would just make my argument even more strong.
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Surgeon General
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Re:Mapping Challenge #2
« Reply #1351 on: November 01, 2004, 04:10:09 PM »
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You asked for it!
I'm sorry if you are like deuce and unable to handle the total badassness and sheer power of the man and his music.
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Ain't Talkin' 'Bout Love!
Source blows.
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Grounded
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Re:Mapping Challenge #2
« Reply #1352 on: November 01, 2004, 04:23:50 PM »
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Good to know you guys are capable of staying on topic
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Deuce
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Re:Mapping Challenge #2
« Reply #1353 on: November 01, 2004, 04:32:37 PM »
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i can stay on subject.
i found my awesome shader library for maya.. woot for cartoon cell shader
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Skip
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Re:Mapping Challenge #2
« Reply #1354 on: November 02, 2004, 10:21:53 AM »
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that thing is going to give me nightmares, actually that picture of Dio will give me nightmares too.
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The only glory in war is surviving
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TheeKiller
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Re:Mapping Challenge #2
« Reply #1355 on: November 02, 2004, 10:38:59 AM »
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i can stay on subject.
i found my awesome shader library for maya.. woot for cartoon cell shader
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deuces lvl 1 jester (with cool looking mace(with pink aura)(girly jester!))
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« Last Edit: November 02, 2004, 10:40:06 AM by TheeKiller » |
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If you still quetion this get me and as many of your friends in one room or a hall way and I'll use a rubber knife and see how many of you I can smack with it! |
| eni lmao
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Deuce
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Re:Mapping Challenge #2
« Reply #1356 on: November 02, 2004, 10:48:01 AM »
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dramatic pose!
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Grounded
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Re:Mapping Challenge #2
« Reply #1357 on: November 02, 2004, 11:00:34 AM »
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Why? So? Many? Jesters?
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