alright, another prop for my map, a park bench this time (yeah it's my own concept)
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alright, another prop for my map, a park bench this time (yeah it's my own concept)
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Yeah I love my kokos ![]()
Modeled these arches for my INS map:
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(130 polys but the lod stage cuts it down to 70 or something which is pretty optimal imo)
Looks pretty good. Bake it to another UV channel, so it saves you lots of time when rendering the rames ![]()
Well, you obviously got skill (I dig the interior lighting) but try to come up with something new next time.
Thanks for ruining it jerk ![]()
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REDNECK RAMPAGE!! (me my daddy and my bro with some good swedish vodka and a nice fish we fished ourselves
)
Lee3Dee worked on a duck hunting game btw ![]()
ffs it is 2 years old ![]()
I honestly can't say I enjoyed playing the game either. One of the devs claimed the game was "ecological" but I strongly disagree. I can't see killing animals as ecological. But yeah, since it's aimed at hunters (exclusively) I guess it's ok. If Atari offered my company lots of money to make such a game I'd totaly do it, as there's a whole market and culture behind it (their playerbase is actually rather big. There even are sites where you can download custom maps, animals and stuff).
I quit playing the game when I killed a squirrel though. I felt so pity for the poor creature... ![]()
oh god here we go again ![]()
Oh yeah I just saw this on fpsbanana, looks rather solid to me ![]()
Deer Hunter is ok, and it's in fact great considering it's a brazilian game. (I'm doing some freelance works for southlogic at the moment, they improved a lot since the last Deer Hunter
)
Americans can't take a joke ![]()
Alright count me in ![]()
not really ![]()
Cool stuff, I like it ![]()
You can improve your vis times by using proper hint brushes. Large visleafs with lots of stuff inside them take a lot longer to compile than a few large visleafs without anything in them. So yeah, seal off the large outside areas with hints and it should improve your compile times a lot.
Hey guys, I'm trying to make the electrician's ladder breakable but I'm having some troubles with it: The bastards just don't appear ingame when I set them to phys_prop (they work fine as prop_static though). I also modeled custom gibs for it. Anyways, here's the .qc for the main model:
QuoteDisplay More$modelname generic/wooden_ladder_mino_breakable$cdmaterials models/generic
$surfaceprop "wood_plank"
$scale 1.0
$body studio "wooden_ladder_mino"
$lod 45
{
replacemodel "wooden_ladder_mino" "wooden_ladder_mino_lod"
}
$sequence idle "wooden_ladder_mino" loop fps 15
$collisionmodel "wooden_ladder_mino_col"
{
$Mass 35
$concave
}
$keyvalues
{
"prop_data"
{
"base" "Wooden.Large"
"health" "140"
}
}
$collisiontext
{
break { "model" "wooden_ladder_mino_gib1" "health" "0" "fadetime" "40" }
break { "model" "wooden_ladder_mino_gib2" "health" "0" "fadetime" "40" }
break { "model" "wooden_ladder_mino_gib3" "health" "0" "fadetime" "40" }
}
Gibs models .qc file:
QuoteDisplay More$modelname generic/wooden_ladder_mino_gib1$cdmaterials models/generic
$surfaceprop "wood_plank"
$scale 1.0
$autocenter
$body studio "wooden_ladder_mino_gib1"
$sequence idle "wooden_ladder_mino_gib1" loop fps 15
What a horrible costume and what a horrible dog...
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