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  3. Dradz

Posts by Dradz

  • Hawker Hurricane MK1

    • Dradz
    • April 13, 2007 at 3:42 AM
    Quote from hessi

    i dont want to start fucking with you but the screenshots were pretty early to give serious critic. either a map layout (a bsp/overview) would be nice,...

    hehe, thanks, mein freund!

  • Hawker Hurricane MK1

    • Dradz
    • April 12, 2007 at 3:36 PM

    looks like an FW-190?

    ...and Hessi that is Old Skool! looks great though, amazing your paints were not all solid.

    ....wonder how many mappers/modelers here were plastic modelers/diorama builders back in the day -- ahhh, the smell of testors glue!

    ..and Hessi, no comments on my dod_Rouen post? was hoping you would rip it apart, but must have not been worth the effort?

  • [WIP] DoD_Rouen

    • Dradz
    • April 1, 2007 at 9:08 PM

    These are the latest shots from my current project -- porting DoD_Rouen from 3.1/1.3 to Source.

    Still a long way to go (none of the blast holes or damaged buildings are displaced/func-detailed yet)...

    ....looking for the mapcorian expert eyes to see if I am on the right road, especiallly for the allied side (4th picture), which I am trying to make look like an industrial area -- but making everything red brick does not seem the way to go.

    Thanks!

    [Blocked Image: http://img64.imageshack.us/img64/963/dodrouenb30025og2.th.jpg]

    [Blocked Image: http://img156.imageshack.us/img156/304/dodrouenb30023pe2.th.jpg]

    [Blocked Image: http://img64.imageshack.us/img64/8872/dodrouenb30024mq4.th.jpg]

    [Blocked Image: http://img59.imageshack.us/img59/1327/dodrouenb30018bt0.th.jpg]

    [Blocked Image: http://img59.imageshack.us/img59/6047/dodrouenb30016ba8.th.jpg]

    [Blocked Image: http://img59.imageshack.us/img59/6212/dodrouenb30014bz0.th.jpg]

  • dm_Monstar

    • Dradz
    • April 1, 2007 at 8:14 PM
    Quote from IR

    anyone know any good dm type of mod I could donate this to? i dont really like hl2dm I just love using source engine hehehe

    Looks awesome, IR!

    ....can't think of a DM mod, but have you turned yur back on Dee OH Dee?

  • dm_archt WIP [HL2DM] (Completed)

    • Dradz
    • February 15, 2007 at 8:41 PM

    Looking good! In this screenshot, what is causing the tiles to be all broken up? Maybe you could put a crater or something to show an explosion took place to upset the floor? or is there something there that does not show in the screenshot?

    [Blocked Image: http://web.telia.com/~u71301317/dm_archt/12.jpg]

  • WIP in WIP, post your level screenshots!

    • Dradz
    • February 15, 2007 at 5:20 PM

    Wesley, don't know if you are planning this, but may be neat to make the loading platforms sunk down on a ramp (don't know if you have seen this) where the truck backs down this ramp and then offloads into those numbered doors -- would give a little variation to the flatness on that level and folks could use that area (potentially) as cover.

    http://%7boption%7d

  • WIP in WIP, post your level screenshots!

    • Dradz
    • February 8, 2007 at 7:31 PM

    for such a large wall as that, would you want the texture to tile like that or would it be preferred that it all be once mass (without the horizontal lines every 128units)?

  • WIP in WIP, post your level screenshots!

    • Dradz
    • February 5, 2007 at 9:23 PM
    Quote from SnipaMasta

    Never worked with the source engine before? The shadows aren't caused by lights in the environment, they're all from a set angle (I assume whatever angle light_env is?). That's why you get this kind of thing happening.

    LOL -- as you can probably tell from my post count, even if I did work with the source engine, I may not be smart enough to realize its shortcomings.

    So, the pallet is picking up the light_env "light" for its shadow, why doesn't the sign a little farther away have a similar shadow? (or is it washed out due to the fog?)

    In the screenshot you linked to, how would you control that situation? Disable shadows on the table model? Use an info_lighting set to the lamp on the wall?

  • WIP in WIP, post your level screenshots!

    • Dradz
    • February 5, 2007 at 8:55 PM

    In the 3rd shot, the pallet has a noticeable shadow -- is there a streetlight above (that we can't see) causing this? The shadow looks a little too crisp if being caused from a more distant light source.

    Great mood, though, overall!

  • The Hows And Whys of Level Design - Released!

    • Dradz
    • February 3, 2007 at 4:32 PM

    just got the pdf -- quick d/l and printing now to place in a nice 3-ring binder. woohoo!

  • RO-Zavod (Red orchestra)

    • Dradz
    • February 1, 2007 at 7:13 PM

    actually what came to mind when I saw a lot of the partly dismantled buildings, was that during the war, I imagined the russians tearing down a lot of their buildings to use the material in other places -- especially in bombed out factories that were no longer useable as originally intended -- essentially stripping them of their useable parts so you are left with these skeletal remains

    ......in some parts inthose screenshots, the patch work of corrugated sheet metal is a little too excessive or over the top, but that's just my humble opinion AND

    overall, the mood you set is great!

    ...can't wait for another free RO weekend to check it out!

  • dm_archt WIP [HL2DM] (Completed)

    • Dradz
    • January 30, 2007 at 7:56 PM

    Looks cool!

    ...only question I have relates to advice on naming a map.

    Is it better to give a map a common or easily spelled name?

    Seems archT would trip people up, maybe this is a small point not worth discussing, or archt means something in swedish? Looking for a little freindly mapcore edu-ma-cation.

  • CS Source: de_tropea

    • Dradz
    • January 12, 2007 at 2:23 PM
    Quote from OrnateBaboon

    ..... I don't think there is a Mapcore server. In fact it can be quite difficult to get servers to test maps regularly.

    Doesn't apply for this map, but if you have a Dee Oh Dee map, the DoD-Federation is a great place to have your map tested.

    http://www.dod-federation.com/forum/index.php

  • DM_Snowdin

    • Dradz
    • January 11, 2007 at 2:47 PM

    ultra-noob question here -- for the lights shining down with the "cone of light" effect -- how do you get that effect? point_spotlight with dynamic flag unchecked? any special settings to be aware of? do you need to use func_dustmote or env_embers to emphasize the effect?

  • CS Source: de_tropea

    • Dradz
    • January 11, 2007 at 2:08 PM

    looking good -- could almost be a dod map (I mean that as a compliment!) given the textures.

    ...does mapcore have a server or a server that you guys regularly test maps on?

  • For you Source fans

    • Dradz
    • January 10, 2007 at 2:14 PM

    guess that means an indoor scene? (noob speaking here )

    -No custom content, only CSS and HL2 content is allowed.

    no DoDS content allowed?

  • func_lod or func_detail?

    • Dradz
    • January 5, 2007 at 7:38 PM

    If it was a large object, couldn't you just make it func_detail and control the fade with fog?

  • func_lod or func_detail?

    • Dradz
    • January 5, 2007 at 4:47 PM

    I know that func_detail should be used for any brushwork that is not needed for vis blocking, but what about func_lod?

    The valve wiki sez func_lod is useful for creating world detail that doesn't need to be drawn far away, for performance reasons.

    Note: The fading is not always consistent; brushes may suddenly "pop" into view depending on where the player is looking. This happens because of a hardware issues with rendering translucent materials. Low-end cards will fade nearer than the distance specified, and smaller objects fade nearer than a larger object with the same fade distance.

    Note: The overhead required by this entity is substantial. Use it only for special effects or when fading very dense geometery, and one could then argue, shouldn't that better be a model?

    Others have said func_lod should only be used on "a very big structure only" or for all detail-brushwork which isn't visible from afar or can be used as cover.

    So, how do the mapcore experts use func_lod (if at all)?

    Does using it depend whether you are building a SP or MP level?

  • no sky

    • Dradz
    • January 3, 2007 at 3:53 PM

    skybox unchecked accidentally?

  • El Paso [Outlaws&Lawmen] (updated 17 jan)

    • Dradz
    • November 22, 2006 at 5:07 PM
    Quote from R_Yell

    I was messing with wind today, there are random wind gusts and I was able to create a very subtle effect. I mean, no visible dust sprites, looks quite real and performance doesn't suffer too much.

    How did you do this? Imagine it's a client side effect so shouldn't lag a MP game?

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