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Posts posted by von*ferret
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its Chalupas @ http://ferret.hl-nightwatch.net/atmosphere/
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Model by Ol, Skin by Von*Ferret
402 polys
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Izuno, I salute you!
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when its done

I"m going to add another area cause everyone agrees its needed and then I"ll release.
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Ewok you missed the point in my reply. I didn't mean to antagonize you rather point out that you commented without examples, which did me no good. Thank you for your comments I will see what I can do about fixing them up, but what you ask is a lot of structural work and I dont have time to do it all if I'm about to put this into the competition. There will be another way out of alice in wonderland (alice does not comprise of the whole map btw, just the basement). The waterfall is hard at first, yea, but everyone says so far that they like it or at least can use it. Its a pain in the butt but beats a huge ladder or steep ugly stairs.
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Enchanted house, hobbitville (hobbits aren't relaly a fairytale but give them 100 years), Hansel and Grettel, and Alice in wonderland. I'm trying to fit in enough time for ALi Baba and the 40 thieves.
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your comments are appreciated, though in the most cases they are hollow. YOu are saying I have good and bad brushwork? Fine, leave out what the good brushwork is and tell me what the bad brushwork is? Was it the door ways? what are you talking about? Get more indepth or I'll have no choice but to ignore your comments. I'm glad you like the lighting, it was a fun experience. The waterfall was a great idea and still is. the playtesters all agree that while it is hard to learn at first, they love it in the end because its different and fun. So I'd say stick with it and try it some more.
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wish I had known about that. alas my way still works and I'm not about to change it since I have a deadline to meet.
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I directed OL to make two files for one model. In one lamp youd' have the base model which has no properties, a simple model. And the other I'd have the model with the properties, ie: the lamp shade and light. Since I knew both would be tinted yellow I made them Additive's with 255 fx ammount. Then tweaked them as I see fit. Then I changed the fx color (think thats the name of the prop) into a creamy color. Doing that esp helps with black and white additive things, but I'm in a habbit of doing it. For my blue lights I did the same thing as above but did it 3 times. One for the base, one for the blue shade, and one for the yellow light. I believe they all turned out pretty well. Notice while this does not increase rspeeds since its all the same ammount of polygons, it does increase your entity count. So if you have few precious entities left over, I'd suggest compining them into one model and hoping for the best. Good luck.
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you make good rocks though fletch.
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you got it strat
It can fling you up or fling you across wonderland! -
yeah hole and I had a good time posing for the camera. A compile is going right now. Ihope it fixes the last minute errors so I can release tonight. I also dramaticaly changed the sky underground too so... WISH ME LUCK.
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Beta1 will be release tommorow
here are some pregame screenshots ingame!






enjoy
for what ever reason, the models were not showing up ingame. The problem will be fixed by tommorow.
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chips
you are PLENTY oldschool
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lol I'm under Dark Ferret and labeled a noobie. Man am I a nub.
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my headache
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MY MAPS WER ALWAYS FLAWLESS..ask fletch.
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trust padmei or who ever the hell his name is on your avatar mazzle~!@~~
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I'd definately apply if 1.) thought I could get the posistion. and 2.) was not in school
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good thing thats a 512x512 texture or you might lose some quality when you squish it to 256x256
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I still think it is rather too blocky. You got plenty of colors and need shadows, but try to remove the blocky repetitive look to it.
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umm
your dirt to road transition is horrible
Rethink back to how dirt spreads onto the pavement. Yeah the color will fade, but chunks of dirt will be sporadic in their fading. If you get what I mean.
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fruity love! nothing like gay pictures!!!!

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in Off-Topic
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the ONLY one I know of, is the loss of Valve's source.