I bet these would be perfect for a Hidden-map.
Posts by insta
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Use prop_dynamic_override.
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Quote from Minotauro
Why would you do that, I'm sure there are another organizations that deserve more this money.
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Incredibly hot! I love it.
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I like it, apart from the lensflare.
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On second thought I should maybe have posted this in the WIP thread

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Here's a Doom3 map I've been working on lately. It's mainly for 1vs1, but I'm sure it will play just nice with 4 players as well.
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Superb stuff, Defrag. I have a few earlier shots of Push on my harddrive for inspiration

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What about making a few grime-decals and apply them here and there, just to break up the repetition?
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I think it needs more post-apocalyptic details, st0lve. What about adding some jerrycans, a shovel, some high-power lights on the roof, a huge external fueltank on the back and so on? Go have a look at Mad Max Road Warrior for inspiration

Of course I don't know what your polybudget is.
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Haha, awesome picture.
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You better start buying games before your fellow Gearbox members lynch you.
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That looks so awesome. Glad to see that they're bringing back gibbing!
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Quote from Section_Ei8ht
I thought I was the only one! Making tracks for stunts was awesome!
But if you dont consider that an editor, then it would have to be the Duke Nukem 3d editor, from that to worldcraft/hammer, and now radiant, with a few inbetweens for rts'
Exactly the same line of editors I've used. Eerie

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You're a source of inspiration, Hourence. Really jaw-dropping work.
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Most valve railings use a box for collision model. Why not just tell the guy that is supposed to use the model to just manually add thin nodraw brushes to the pillars in Hammer?
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Quote from KungFuSquirrel
Lighting will definitely take some time to master, just remember - keep your overlap down and watch your shadow counts. Some cool geometry there; I think it'd pull off really well with a better lighting pass.
Thanks for the feedback. A thing I was wondering about the lights;
are there any limits as to how many you can have in a scene at once? I understand that if a light shines on more han 3 surfaces at once, it will get quite expensive to render. Is it better to have few lights which shine on many surfaces each, or can you throw in a heap of lights as long as each has a low facecount?
QuoteAs an MP map, I'm not sure it'd fare so well. You probably won't want any doors at all and you'll need to be really careful with brushwork and lighting. Right now it looks a bit better suited for SP.
True. Should provide me with a great opportunity to really learn the scripting/entity work, since right now I can't even trigger entities
QuoteAlso: you can take screenshots at any resolution you please - try "screenshot 4000 3000" and then sample down if you want to smooth things out as much as possible.
Poor man's AA if your hardware can't handle it (plus the editor doesn't like to run if AA is enabled).I'll try that next time. For these screenshots, I dared to go up in resolution to 800x600, but had to turn it back down to 640x480 again when I wanted to actually play the game.
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Subtle lighting is not something I'm good at, so I apologize for any burnt retinas.
Learning the Doom3 engine/radiant editor. Alot of fun, and a huge change from Hammer/Source. Hopefully I can stretch this out to a 1vs1 DM map.
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Quake4, since I got a "new" graphics card which is marginally better than my old one. Still stuck in 640x480 though
