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Mornstar maybe

  • PhilipK
  • September 21, 2006 at 12:53 AM
  • Grinwhrl
    • September 24, 2006 at 3:55 AM
    • #41

    wow sweet stuff, really nice texture and model work, map looks boring though, no offense, its becuase it reminds me of the map from rainbow six 2 museum map, I really disliked it, but things may change as you push out more

  • Bic-B@ll
    • September 24, 2006 at 7:38 AM
    • #42

    i want to be more like pheel

  • PhilipK
    • September 24, 2006 at 7:46 PM
    • #43

    Updated the palm a bit with new trunks and some adjustments to the leaves, think it looks a bit more palmish now at least:

    [Blocked Image: http://philipk.net/other/new_trunk.jpg]

  • Evert
    • September 24, 2006 at 7:51 PM
    • #44

    nice!

  • PhilipK
    • September 24, 2006 at 7:52 PM
    • #45

    Thanks

    I'm just sad you have to use 1bit alhpa on the leaves ingame

  • e-freak
    • September 24, 2006 at 8:43 PM
    • #46
    Quote from PhilipK

    Updated the palm a bit with new trunks and some adjustments to the leaves, think it looks a bit more palmish now at least:

    you absolutley made 100/100 points

  • BlackPanther
    • October 3, 2006 at 10:37 PM
    • #47

    The lack of columns/pillars on the second floor annoys me...

    Structurally speaking it doesnt seem to fit.

    Also, is suggest a "half-cylinder on it's side" shaped window thingy to be placed on top.

  • Bic-B@ll
    • October 3, 2006 at 10:59 PM
    • #48

    who the hell are you?

  • spine
    • October 4, 2006 at 12:52 PM
    • #49

    Awesome prop work Philip!

  • BlackPanther
    • October 5, 2006 at 6:56 PM
    • #50
    Quote from Bic-B@ll

    who the hell are you?

    Blast from ze past.

  • cardo
    • October 17, 2006 at 1:34 AM
    • #51

    Really love the models in this map and think they'll definitely bring the level to life. Great work on the models PhilipK! Hope this map gets finished. I could do with that palm tree model in my map if they're up for grabs.

  • sk3tch
    • November 24, 2006 at 3:51 PM
    • #52

    ...Any progress?

  • Ginger Lord
    • November 24, 2006 at 4:06 PM
    • #53
    Quote from PhilipK

    I'm just sad you have to use 1bit alhpa on the leaves ingame

    You can use 8-but alpha in source btw. Sometimes z-ordering gets screwed though.

    We use it in HaJ for our tree's, we didnt seem to notice any fps change either.

    [Blocked Image: http://img91.imageshack.us/img91/5570/radar2ie7.th.jpg]

  • D3ads
    • November 24, 2006 at 8:01 PM
    • #54

    Phillip: Where did your photo assets for the plants/palm leaves come from?

  • hydeph
    • December 16, 2006 at 1:03 AM
    • #55

    I would recess the lighting into the ceiling, as the little fixture hanging below is kinda ugly, but not necessarily obtrusive to gameplay. I think adding the recessed fixture would spice it up a lil~

  • dux
    • December 16, 2006 at 2:33 AM
    • #56

    Philip! Less slacking, back to work!

  • Wesley Tack
    • December 16, 2006 at 2:56 AM
    • #57

    the only crit is have from that last screen is barb wire isn't supposed to be going up like that, but should be hanging straight or down a bit.

  • Markus
    • December 16, 2006 at 8:28 AM
    • #58

    Two totally different things, Wesley.

  • Warby
    • December 16, 2006 at 11:37 AM
    • #59
    Quote from PhilipK

    Thanks I'm just sad you have to use 1bit alhpa on the leaves ingame

    if you want to stay away from graphics glitches 1bit alpha test materials are the way to go !

  • Rick_D
    • December 17, 2006 at 12:10 AM
    • #60

    I believe the alphatest command simply forces 1bit, so 1bit and alphatest are just going over the top

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