yaaay, valve updated HAMMER... and once again break it along the way...
jeez, how many days will I loose now because of this fuckup (or weeks)...
this is what I have to work with..?
[Blocked Image: http://www.wesleytack.com/upload/newhammer.jpg]
yaaay, valve updated HAMMER... and once again break it along the way...
jeez, how many days will I loose now because of this fuckup (or weeks)...
this is what I have to work with..?
[Blocked Image: http://www.wesleytack.com/upload/newhammer.jpg]
Nice work Steppenwolf! Must be nice to have a bunch of talented people working on your map, I guess paying people does help indeed ![]()
Are you guys already playtesting, is the game play set and working? And is it fun to play? Should be cool to see it in motion finally.
pffff, okayyyy..... pffff ![]()
It's not like it's in a place players will hang out a lot I figured. I think people wont see it that much that it's a square cable. Those who will are campers and deserve to see a low poly cable ![]()
Been working a lot on creating assets for another Off Limits level, finished an elevator and elevator shaft today:
[Blocked Image: http://www.wesleytack.com/wp-content/upl…/elevator06.jpg]
[Blocked Image: http://www.wesleytack.com/wp-content/upl…/elevator01.jpg]
[Blocked Image: http://www.wesleytack.com/wp-content/upl…/elevator03.jpg]
More images on my blog:
Thanks for the kind replies, feels good after the amount of time that went into it, I can't wait to get it out so you can play it as well, really interested in what people will think of Off Limits!
Ok, so I guess at least I've got Christian Bale to work with? ![]()
That video is an example of the type of voice overs I was looking for, that's Battlefield: Bad Company ![]()
Hey,
Been trying to get some voice overs done for some time now and I was wondering if there are any free voice over enthusiasts here who would be willing to do some quick lines?
Something along the lines of:
*Encounter commands*
----------------------------
Enemy Spotted
Juggernaut Spotted
Need Backup
Go go go
*Position commands*
------------------------
Position covered
Position overrun
Defending this position
Hold this position
Regroup at this position
Report in team
*Communication commands*
----------------------------------
Affirmative - Roger
Negative - No can do - Fuck Off
Requesting Pickup - I need a ride over here
Fire in The Hole
I added some variations for random picking in game. If you can also add a static/radio click effect yourself, that would be a plus ![]()
Either way, if anyone is interested please contact me or reply here.
Thanks in advance!
Flag settings:
start on (unchecked)
play once (unchecked)
Sprite settings:
[Blocked Image: http://www.wesleytack.com/upload/sprite_settings.jpg]
This is what I use: materials/Sprites/light_glow03.spr
Which one is more commonly used? And does work for sure?
Quote from Seldoon182Did you try to target your model with a info_lighting ? Hope that's help. Cheer.
info_lighting doesn't work when you use -StaticPropLighting, and info_lighting won't fix the problem
Quote from JeanPaulsprite - render mode - world space glow
they are all already like this, and I tried the other render modes as well.
Like I said in my initial post, I tried most of the known possible ways to solve it, spent hours trying different things, I even tried prop_multiplayer where you can set render modes on props as well and that also didn't fix it.
Anyway, I'm calling the level done and I'm not gonna fix this issue for the time being as it seems it wont be possible. Also, it's only apparent when you stop and try and find the exact angle when it starts to flicker, when people will be playing the game they will be in constant movement and combat, so for someone to really notice it it will be rare, so I'm just gonna leave it, it's a small issue, but I was hoping to fix it as I finished this level today. thanks for the help
I finally got around to finish this level 100% with the lighting feedback I received. We're testing this version tomorrow. Here are some new shots of it:
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[Blocked Image: http://farm5.static.flickr.com/4062/4277226550_79609684da_o.jpg]
[Blocked Image: http://farm3.static.flickr.com/2726/4277226622_fbd5759f3d_o.jpg]
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[Blocked Image: http://farm5.static.flickr.com/4009/4277226958_a73a30faea_o.jpg]
I also updated the minimap radar image you see ingame with the new lighting and decided to keep the exterior also in color. I'm not sure how it will work ingame (will test tomorrow):
[Blocked Image: http://www.wesleytack.com/upload/ol_russia_minimap_wide.jpg]
And here are two screens ingame with the HUD:
[Blocked Image: http://www.wesleytack.com/upload/ol_russia0000.jpg]
[Blocked Image: http://www.wesleytack.com/upload/ol_russia0001.jpg]
Now I'm going to work full time on our other level which has vehicle support, I need to get that done as well before we release so we have at least 2 levels! ![]()
yea I did that, I use 8 for the small wall light props (the single cage one) and 16 for the fluorescent ones, I remember even using something ridiculous like 64 or 256 and even that didn't work.
So, as it turns out I did do these tests on sprites a while back, and as then today the same problem occurred constantly, I tried all render models on the sprite and they all flicker.
I thought what you said would be an options for the prop behind the sprite (but props don't have render mode). What I did find out when you compile the map in cordon you don't get that?
Does this mean anything? I don't know.. for now I'll leave it as it is I suppose...
I have not! Looks like that might do the trick, will do some tests later tonight, thx man!
Hi,
Wanted to ask the opinion of you mapcore ladies on this last issue I'm having on this level.. ![]()
What happens is light props behind a sprite flicker when viewed from certain angles and I also tried
moving the sprite further away as mentioned on the Valve wiki page, but that didn't help. Also the
props behind a sprite become fully visible at some angles and then go back behind the sprite which
is very obvious and looks kinda bad... I wonder if you can do something against this (but I highly doubt it).
Still I hope maybe there is something to do about this... HELP! Here is an image of how I have it set up
in HAMMER and you can see on the right from different angles the changes the light prop has.
[Blocked Image: http://www.wesleytack.com/upload/sprite_flicker.jpg]
Thanks in advance!
Happy new year folks! lol, kind of surprised to see all these replies all of the sudden.
The brushwork may look simple in some areas as pointed out above, the reason why
is because Off Limits is fast paced and I didn't want players to be stuck on 8 unit edges
nor did I want too complex geometry for the same reason. And making complex geometry
to make it look nice and more detailed and then block it off with player clips to prevent
just that is something I'm against, I want a player to see visually what he can and can't do.
Also the fact that I started mapping with Quake2 and 3 where the game play is also fast
paced and levels are simple brushes I guess has to do with that. For me I try to balance
game play and visuals both at the same time. I also went through a lot of the Russia assets
to update collision models also for that same reason. Off Limits levels are "what you see is
what you get", meaning, every area you think you can reach, you will be able to, I don't want
to restrict the player with clips, and to map in that way you need to sometimes think square.
About the lighting comment, I redid the entire level with new much more darker and moodier
settings (more like the sub room preview I posted last). I still need to do 3 areas with the new
lighting, once it's done I'll post the new map shots. At the moment I'm working on another level
with vehicle support, this is priority number 1 at the moment because we start playtesting again
next weekend and I'd like to have it playable by then. Also the fact that Off Limits is being done
mainly by 2 people doesn't give us much room to go into that very high standard of detail for every
single corner or asset within a level. We are thankful that we get a lot of contributions from left
and right, some bigger then others. Either way, Off Limits will be out within the next couple of
months if all goes well and then you can all play it and judge the game play instead of screenshots!
Damn that Wesley, he's a fool!!! ![]()