Posts by SnipaMasta
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I love the bridge part (last shot). The only thing I would say is that the texture scale could do with a bit of tweaking. Method mentioned it before - and it's probably me getting used to working with really high resolution stuff for my own project, but the textures in some shots do look a bit oversized/blurry. And if it shows up in small screenshots, it will ingame. Just a bit of scaling is all that's needed.
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I voted no because I thought you were trying to trick people thinking "old lol". Instead it's just old.

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Quote from kleinluka
yes but you can't edit dodge/burn later... use seperate layer set to overlay or mulitply or whatever and use light or dark colors to achieve the effect.
I still prefer to use it, but I do it on a new layer, so I can refer to the layer underneeth if I make a mistake. I use overlay layers to do highlights and stuff though.
Also, custom brushes here.
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Sorry, physical media is here to stay and digital will not take over, simply because games are getting bigger and bigger and internet connections aren't.
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Go anywhere and then complain the government is not respecting your privacy and is breaching civil liberties with evil CCTV.
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Quote from Thrik
Horrible stuff, and genuinely frightening knowing some psychotic fuck in your own kids' school could end up doing it. Good job guns are relatively difficult to come by in the UK, especially for kids.

Not if you read The Sun. In which case, every kid has a gun.
What people confuse here (talking about people who criticise video games) is that people are violent to begin with, and then play games that reflect that. They are violent, so they play violent games. Not the other way around. Playing hitman doesn't make any rational person without a mental problem "Hey, I'm going to go and shoot my classmates".
Didn't he die in hospital, though? So he shot himself in the head but it didn't immediately kill him? That makes this slightly less bad.
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Quote from Felix
you mean there ment that way ? : 0
Look at the concept art.
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Looks fantastic to me - good work on it all.
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I already told numerous people that Kingpin is my favorite game and I guess pieces of it are in my levels. KP is what got me into level design and 70% of people I know in the industry have worked on that game.
Oh yeah, I know that. I've played your KP map pack.

The new shot looks very cool too - and the water looks better as well. Although it could just be the distance, in the other shots I don't think it fitted in with the rest of the scene.
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Reminds me a lot of the Poisonville level in Kingpin. Very nice work, although I think the water lets it down a bit.
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I'm happy to have all of my cock

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Get a cat.
[Blocked Image: http://img86.imageshack.us/img86/711/monkeysw6.jpg]
Look at some pictures of a location you'd like to make, and try to draw some inspiration for layout from them. Then add some layout between the points, and map it out in hammer.
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That bus shelter looks cool, although didn't you make it in colour?
Anyway - something I've been working on:
[Blocked Image: http://img267.imageshack.us/img267/1884/mp9wipby1.jpg]
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I managed to get it to work, sort of. I entered the name manually and it seemed to work, although for what I was planning it was less efficient than func_breakables which was quite weird.
Here's the QC though - I'm not sure what was going wrong:
Code
Display More"StudioCompiler" { "Model Compiler" { "Model File" "DaveW\Block.mdl" "Reference SMD" "C:\Documents and Settings\DaveW\My Documents\Block.SMD" "Anim SMD Check" "1" "Phy SMD Check" "1" "Model Options" { "Scale" "1.00" "Mass" "100.00" "Prop Type" "1" "SurfaceProp" "metal" "PropPhysics Type" "metal.medium" "StudioMDLOptions" "0" "health" "30" } } -
I just exported a brush from hammer, UV'ed it, and exported it again. I've just found that certain edits I made work (that I compiled as static mesh's), but the normal block (prop_physics) is still crashing:
QuoteDisplay MoreSMD MODEL C:\Documents and Settings\DaveW\My Documents\Block.smdWARNING: WARNING: WARNING: Model has 1 convex sub-parts
Collision model completed.
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writing c:\program files\steam\steamapps\snipamasta\counter-strike source\cstrike\models/DaveW\Block.mdl:
bones 708 bytes (1)
animations 116 bytes (1 anims) (1 frames) [0]
sequences 220 bytes (1 seq)
ik/pose 164 bytes
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
textures 72 bytes
keyvalues 48 bytes
Collision model volume 430080.00 in^3
collision 0 bytes
total 1520
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writing c:\program files\steam\steamapps\snipamasta\counter-strike source\cstrike\models/DaveW\Block.vvd:
vertices 1728 bytes (36 vertices)
tangents 576 bytes (36 vertices)
total 2368 bytes
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Generating optimized mesh "c:\program files\steam\steamapps\snipamasta\counter-strike source\cstrike\models/DaveW\Block.sw.vtx":
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 9 bytes
strip groups: 25 bytes
strips: 27 bytes
verts: 324 bytes
indices: 120 bytes
bone changes: 8 bytes
everything: 577 bytes
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Generating optimized mesh "c:\program files\steam\steamapps\snipamasta\counter-strike source\cstrike\models/DaveW\Block.dx80.vtx":
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 9 bytes
strip groups: 25 bytes
strips: 27 bytes
verts: 324 bytes
indices: 120 bytes
bone changes: 16 bytes
everything: 585 bytes
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Generating optimized mesh "c:\program files\steam\steamapps\snipamasta\counter-strike source\cstrike\models/DaveW\Block.dx90.vtx":
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 9 bytes
strip groups: 25 bytes
strips: 27 bytes
verts: 324 bytes
indices: 120 bytes
bone changes: 16 bytes
everything: 585 bytes
Number of Faces 20
Completed "c:\program files\steam\steamapps\snipamasta\counter-strike source\cstrike\\mdlcompiler.qc"
StudioMDL Thread complete