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  3. Warby

Posts by Warby

  • Have we really got that far?

    • Warby
    • July 26, 2006 at 1:41 AM
    Quote from MrH2o

    Mazy you'r wrong about the Unreal portals (atleast if this vid is correct)http://%7boption%7d

    also ... wasnt there an official ut98 1on1 dm map where you could drop down infinitly long and allways still come across your enemy ?! i was allways wondering how they did that now i know

  • hessi's tree thread

    • Warby
    • July 25, 2006 at 12:01 PM

    and i was talking to snipamaster

  • hessi's tree thread

    • Warby
    • July 24, 2006 at 3:33 PM

    iam not sure what exactly you mean but most likely

    f3 -> edit polygons -> merge vertices you candot that while havign edges or face selected too

  • hessi's tree thread

    • Warby
    • July 24, 2006 at 2:01 AM

    [Blocked Image: http://riviera.heaven.nexusirc.at/warby/wip/happyliltree.jpg]

    i build a tree based on hessos tutorial hooray

    before you ask yes eventualy they are not going to grow rigth out of the concrete and stones ^^

  • New HL2 developer tool

    • Warby
    • July 22, 2006 at 12:15 PM

    i tryed to use the map joiner with a simple test map ( a street and some random rushes on one end and in the other file on the other end ) and got a fatal error trying to JOIN them but there was no text in the error dialog

  • Nightwatch Cancelled!

    • Warby
    • July 20, 2006 at 5:53 PM

    open sourcing the texture and stuff seams like the logical next step i doubt they deleted all their hl1 content maybe some realy talentet peeps finish it than or at least build a halfway playable version so that peopel can look at the pretty artwork even if its hl1

  • Video of Valve's Portal

    • Warby
    • July 20, 2006 at 11:32 AM

    i am sure it will work on anything that has physics/collision but it wont look as slick as on one large bsp face since the quad with the render to texture/stancil buffer render on it will like hang in the air if you hit somthing none large/flat

    in prey the portals just float freely in the room most of the time

  • Team Fortress 2 still alive :o

    • Warby
    • July 19, 2006 at 8:59 PM

    woah thats awsome love the style the trailer is bitchin too

    banjo smiley digs the new style aswell he told me

  • You Are Empty

    • Warby
    • July 16, 2006 at 9:55 AM

    ha check out the news paper on screenshot 1 at the very bottom left how the z buffer writes it above the railing details .... why arnt both alpha test ?! materials or at least one of them ?!

  • No More Room In Hell - Player Modeler

    • Warby
    • July 15, 2006 at 3:56 PM

    yeah you git some nice artowrk on your wbepage i bet you find some great artists to help you

    banjo smiley hes my friend ^^

  • de_nightfever *beta* by d00ds.com

    • Warby
    • July 11, 2006 at 12:07 AM
    Quote from Meotwister

    Hey Warby, the first thing you pointed out is actually two brushes overlapping one another. Simple fix. . . Move ONE.

    i know that and it shouldnt happen in any map ever ... but a csg algorythem should be able to fix that easily

  • True story

    • Warby
    • July 10, 2006 at 8:55 PM

    i so know this ^^

  • New HL2 developer tool

    • Warby
    • July 10, 2006 at 1:29 PM

    intellgent map merger that sounds perfeckt for what hessi and i are planning

    Sign me up

  • de_nightfever *beta* by d00ds.com

    • Warby
    • July 10, 2006 at 12:41 PM

    [Blocked Image: http://riviera.heaven.nexusirc.at/warby/bug_paintovers/de_nightfever_beta0000.jpg]

    are these func_detail ??? if they are world geometry than i really dont understand how hl2 csg algorythem can fuck this up and not automaticly fix this

    [Blocked Image: http://riviera.heaven.nexusirc.at/warby/bug_paintovers/de_nightfever_beta0001.jpg]

    just make the wires from the prop a bit shorter or raise that garage level by abot 16 units

    [Blocked Image: http://riviera.heaven.nexusirc.at/warby/bug_paintovers/de_nightfever_beta0002.jpg]

    of course you could argue that its outside the level and sort of doesnt require that much detail but you can see that its coming from nowhere from within the level thats how i found it

    [Blocked Image: http://riviera.heaven.nexusirc.at/warby/bug_paintovers/de_nightfever_beta0003.jpg]

    screenshots says it all

    [Blocked Image: http://riviera.heaven.nexusirc.at/warby/bug_paintovers/de_nightfever_beta0004.jpg]

    theres nothign more furstraing in an fps than bumping into an invisable wall while trrying to explore alternate routes give some sort of visual hint put like on of thiose cool sel illuminating ticket machines on one side and mabye a rotated up barrier or something

    [Blocked Image: http://riviera.heaven.nexusirc.at/warby/bug_paintovers/de_nightfever_beta0005.jpg]

    screenshot says it all

    [Blocked Image: http://riviera.heaven.nexusirc.at/warby/bug_paintovers/de_nightfever_beta0006.jpg]

    is that a technical limitation of the engine not being able to make the cool "fersnel-accuret updating reflection" if the water is in the sky and not in the world ?! well at least i would asume they would suport cubemaps an not sphericle envmaps made of one picture.

    i hope you can fix all these thigns for the final release

    overall i had a blast palying this map and i will keep playing it

    banjo smiley hes the best !

  • de_nightfever *beta* by d00ds.com

    • Warby
    • July 10, 2006 at 12:55 AM

    this is hot stuff i found a couple of graphicle glitches that i made screenshots of but iam too tired rigth now to upload and post em first thign in the morning i promise

    i didnt fully understand the layout but it was a blast to play none the less ( even just with bots ) BANJO SMILEY FOR THE WIN !

  • warby presents: de_wanda 100% custom map for cs-source

    • Warby
    • July 4, 2006 at 11:58 AM

    my coworker scott duquette made these really sweet paint overs and earlyer or later i want to adopt everythign he suggested:

    i reallly liked te look of the red building but now that i look closer it looks more like wooden sleds than actual red brick ... so that needs to et worked on ( just like everything ^^)

    [Blocked Image: http://www.scottduquette.com/tmp/css_nice_1_paintover.jpg]

    [Blocked Image: http://www.scottduquette.com/tmp/css_nice_2_paintover.jpg]

  • warby presents: de_wanda 100% custom map for cs-source

    • Warby
    • July 3, 2006 at 8:29 PM

    the giant stone texture is a place holder there ssupossed to be awater fall there

  • warby presents: de_wanda 100% custom map for cs-source

    • Warby
    • July 3, 2006 at 1:40 PM

    i love the water what do you dislike about it ... the color ? (can you effeckt hat in hl2 ?!)

  • warby presents: de_wanda 100% custom map for cs-source

    • Warby
    • July 3, 2006 at 1:25 PM

    no i think you DO see the whole picture

    the maps setting is defnitly fantasy its inspired by the homeworld in beyond good and evil called hillys but now ubi used exclusivly handpainted textures i dont have the time for that unfortunatly so iam kind of sitting between the chairs so my only choice is probably to drop beyond good and evil and go for all out real (which is gonna be alot of work)

    but the zigazag stairs are defnitly gonna stay

  • warby presents: de_wanda 100% custom map for cs-source

    • Warby
    • July 3, 2006 at 11:29 AM
    Quote from Schmung

    Yah, 'tis rather schizophrenic and some bits (like that zigzag ramp) just don't make much sense.

    [Blocked Image: http://anthonyjhicks.com/ajh/pictures.nsf/viewer/B20FB576220E8DC5CA2570590028C999/%24FILE/1024_IMG_3678.jpg]

    it doesnt have to make sense it just has to be cute and cosy ^^

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