timings is the main problem - i'm talking about editor and in game measures of deistance...
where can i buy hourances book?
timings is the main problem - i'm talking about editor and in game measures of deistance...
where can i buy hourances book?
hi,
I want to ask you all what are your's stages of making levels? I just can't start or when I'm sure it will be good it looks bad in game or it plays badly... How to stary/create/finish a good level?
what about alpha channel from tga?
your 64kbps internet is a bit too slow
got the same and i also hate 'create' at 'editable poly / poly select'
oh and 'tool remember' thing ![]()
I'm still using VHE 3.4 (very stable / no errors ever!) to make HL and Q1 maps. pure quality ![]()
I thing gtk radiant was also very easy but worldcraft 1.6 was the easiest one ![]()
hammer with implementation to steam is a junk, the steam system sux - i prefer go to shop and buy 'real' game with box, cd etc... also the sdk is the biggest mistake made by valve. steam was made to protect from making illegal copies of the game and what? non-steam copies from p2p are more stable that original ones form shop... that is ridical...
quake engine and the modification made for hl1 was pure in it's construction but no - valve had to make own system with weird security systems... directory structure is one of the worse ohh steam have a lot of shit in it... i dont have time to write about it - everyone knows good what is very anoing...
sdk crashes after update...
steam is one of the worst inventions on the world...
cant load filesystemopendialog.dll
missing material 'materials/flatnocull'
game dir is correct ![]()
Light Preview! Maybe I'll make a map someday...
great ![]()
I only suggest tu put antialiasing to rendered stuff ![]()
no-more-alienbrain...
Quote from KungFuSquirrelCooking's the core of effective streaming. Loading stuff is ass-slow when you're seeking for every file through a crazy directory structure, loading each one individually, and loading assets in packages that aren't necessarily used in the map.Cooking the map packages the map and its assets into one easy-to-find and quick to load package that can be brute-force loaded and unloaded at run-time. This actually dramatically increases file size and often results in duplicate assets between map packages, but is considerably faster and more efficient, particularly in console environments.
This is my I-just-woke-up morning level designer explanation of it, at least.
andy you're right so textures models and other shit should be in different packages...
might be cool...
nikon D40 and tele lens? D40 haven't got a motor inside body so you have to use AF-S?
QuoteTried to make a panorama out of 3 screenshots, but level looks very weird now, like a dream.-Method
Try to manipulate fov for ~50 or make fov 160 and cut top/bottom part of the screenshot
Ok now I have more time to say something about game...
I like: whole environment, a 'plot', models, weapons, graphics, 'power-ups" (invisibility especialy)...
I don't like: requirements, stupid AI, car physics, end of the demo with mechanical ocopus...
I'll buy it if it will be on X360
Quote from duxWell, I played it. I now find myself buying a new PC...331906 AMD Athlon 64 X2 6000+ 3.0GHz Socket AM2
321028 Corsair TWIN2X 6400C4 DDR2, 2048MB CL4,
332049 XFX GeForce 8800GTX 600M 768MB XT GDDR3
have the same conf. and Cryisi works on 15-20fps on high details...
Nice game...
Gears of War
PGR 3 (or 4)
'must have on x360' is different fore every player so if you liked to race your must have is NFS or Forza...
[Blocked Image: http://level-design.org/flyer.jpg]
oldschoolz! :>
1st try to make a texture... a lot of work to do ![]()