I don't mind the haystacks. I think they give the level a nice touch. However, I do mind the ground textures. So many noticeable repetitive patterns.
Posts by Radu
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Working out the allies spawn:
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Better quality
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If you want to play it safe, go for sunny. People tend to prefer that kind of setting.
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I started watching it back when I was in highschool. Too late to give it up now..
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@mr_ah_clem I know that feeling so well. Sometimes a break is good - inspiring even. Other times you just lose momentum the longer you stay away from the project. Though, it's important not to burn out. Take a day or two off. Do something different.
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I just finished watching this season. Is it just me that thought of Nicolas Cage during the last episode?
Spoiler
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Quote from Terri
7 hours ago, Terri said: I spent this Sunday working on the church, upgraded it a little and played with the style. Still got a bit to fix up but I'm happy with how it is looking right now

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Nice job on the improved lighting. It really brings everything together.
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Quote from blackdog
15 minutes ago, blackdog said: @Radu you remaking Jagd?
No, it's entirely original.
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I second that. I like the texture work.
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Needs more dickbutt
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You're making good progress. I'm a tad behind schedule as well, but I reckon there's still enough time to pull off a "homer". I recommend you extend the roof a bit over the building's edge; right now it looks very flat.
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Damn, the music is just.. *17m or 48m40 or 54m or 1h15m16External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
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The most important thing for me during the greybox stage is to get the scale and atmosphere right. Don't just work with bare random brushes. Get some logic into why that building is there and built that way. Another key thing to focus on at this time is the complexity of the layout. You know the saying, less is more. This is just a personal preference, but I try to make my layouts as simple as possible. Focus on this before spending time and resources into producing a lengthy video about your level. If you do make a video, don't go over 2 minutes; try to keep it under 1:30.
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No, they are just too uniform. There is no bump variation. It would look better if you had just a few stand out.
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At least you're being honest with yourself. I like the theme, but those bricks stand out too much.
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Quote from blackdog
25 minutes ago, blackdog said: I have it
but have never got around to play. For Bioshock I had a problem with the Art Deco, I couldn't stand the style when it came out, also tried the demo on the Xbox and didn't intrigued me (:o). Infinite, for some reason, got me much more curious, but wanted to play the first before playing it.Now checking my Steam library, looks like I have Bioshock remastered just because I own the original(?)! that is a motivator. I think I'll bump it up in priority
I had the same issue when it first came out. The style and movement just didn't appeal to me. It wasn't until I bought the series on a discount during last summer's sales that I would give it another shot. Now it's one of my favorite games. I liked it so much that I replayed through it immediately after my first playthrough.
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Quote from Bastion
22 hours ago, Bastion said: Fresh shots, tried the HDR with built cubemaps and the issues persisted so that has been turned back off for the time being.
You might have to compile it again so there's no trace of previous cubemaps built in the bsp, but try this:
Open up the console in-game and type: "mat_specular 0", then "buildcubemaps" and finally "mat_specular 1"
Bonus* quick texture test
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Any estimates on when the next operation is? I'm guessing late december/mid january?