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Everything posted by DvS
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If I may expand on this... Never post a picture of something that you need to make excuses for, if you know what's wrong with it, fix it. When it leaves your care and enters public domain, it should be as good as you can possibly make it, then it's up to the experts to tell you what's wrong and how you can fix it.
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because the story doesn't continue in diablo 2.. The thing with sequals is that most people hate it if the developer changes the game, when what they should be doing is continue the story. So what if blizzard had made diablo 2 in the diablo 1 engine? I'm sure some hardcore fans would've loved that, but you can't evolve like that and you don't get new players that way. Blizzard is a company, and companies exist to profit.
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VALVe is using disps for this kind of stuff. I thought the arch valve used was scrapped. Anyway, valve can have huge map sizes... everyone downloads their stuff automatically, but if a custom map is too big, players will often not bother waiting for it to download.
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Didn't imply anything different, just stating my opinion. I'm watching the gameplay vid again in high-res and coupled with the music and the dark creature design, the fantasy-esque backdrops kind of act like subtle contrasts instead of being all crass about it.
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I really don't see what the rest of you are complaining about. I've played both games to death, and even though stills look a bit washed out, the gameplay video conveys a dark and gritty atmosphere that's similar to the prequels. Whole lotta fuss about nothing I say. They could've pulled a bethesda on you and made it first person, so count your lucky stars
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Yeah, that's what HDR does. You have a LDR compile and a HDR compile. Untick HDR until you're ready to release.
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Just for kicks I loaded the maps you posted into crazybump and checked the preview, and I've got to say, those are some awesome maps. How much work is one object, like that box?
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Looks very interesting, wouldn't mind seeing a render with all maps applied. It's a machine you say? Define machine.
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GL minos
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yes that's the only one I could imagine to get a little tricky... that was easy the only really hard thing will be to ignite a spy while he´s flicking a cigarette Just ask someone during setup to roll spy and do the taunt with the cigarette next to the door, then repay the favor next round or summink.
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Valve probably bought the rights to those maps so they can do whatever they want with them (just guessing). This may be as simple as a polishing pass or major changes with a name change. I don't see how this has anything to do with anything, assuming they polish the levels to release standards, they'll probably either rename the levels entirely, or remove the _b3 or whatever suffix.
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Check for problems to find those visualizer errors.
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These here are a simple case of misremembered entity names, you've got visualizers referencing blue_respawn_1 when the respawn room is called blue_respawn_01, same deal with red_spawn vs red_respawn. Spawnpoint at (368.00 736.00 1.00) is not clear. Spawnpoint at (464.00 736.00 1.00) is not clear. func_regenerate(func_regenerate) unable to find associated model named 'resp1'. Spawnpoint at (656.00 -1776.00 1.00) is not clear. Spawnpoint at (560.00 -1776.00 1.00) is not clear. func_regenerate(func_regenerate) unable to find associated model named 'resp2'. func_respawnroomvisualizer(func_respawnroomvisualizer) was unable to find func_respawnroomvisualizer named 'blue_respawn_1' func_respawnroomvisualizer(func_respawnroomvisualizer) was unable to find func_respawnroomvisualizer named 'blue_respawn_1' func_respawnroomvisualizer(func_respawnroomvisualizer) was unable to find func_respawnroomvisualizer named 'team_blue_spawn_1' func_respawnroomvisualizer(func_respawnroomvisualizer) was unable to find func_respawnroomvisualizer named 'red_spawn_1' func_respawnroomvisualizer(func_respawnroomvisualizer) was unable to find func_respawnroomvisualizer named 'blue_respawn_1' The control point thing was similar, except this is sort of obscure: This however brings another problem, whoever caps a point first wins, you don't need both points. That I'm afraid is out of my league as I haven't fiddled with custom gametypes yet. The resupply lockers stumped me, but I created new ones that worked. http://files.filefront.com/cp+closevmf/ ... einfo.html
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Post the vmf or something, I have no idea what you've got going on entitywise.
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Looks kind of like it's designed only for scouts, soldiers and demomen. Is the locker prop_dynamic? Did you set the visualizers' properties to the right team?
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Spec map may be too bright on the new tiles, but other than that I feel like I'm approaching a finalized look.
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r_drawviewmodel 0 Looks nice, though the grass sprites obviously don't match.
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Upper bit changed, lower stayed the same for comparison. Thanks for the suggestions! I thought about replicating valve's style exactly, and while I could do it eventually, I don't think it's artistically sound to do it the same exact way. The new texture may be too noisy due to a sharp normal map though. Thanks Nice catch, hadn't noticed
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Red lines mark the setup doors that open simultaniously. Feel free to make suggestions.
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That's awesome, I also like the wheels better this time around ^^ Can't wait to try it out.
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Ref pics, yes and no. When I look at them now they don't really resemble what I have at all. Trying to get the look right, it doesn't seem to want to fit in nicely. The last texture worked close up, but tiled really badly with the chipped corners. EDIT: Progress, I hope....
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Perfect candidate for SteamWorks?
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Thought I'd stop spamming the wip screenshot thread and start my own. This is what the map textures looked like: And this is what I'm trying out at the moment. It is pretty cheap, a blend between the cutout filter and some other stuff + a new normal map, but I can't help but liking it for some reason. I cropped out the textures that I haven't changed yet, they will require more work so if I end up going back to the other texture style, I won't lose as much time. Feel free to add input. Still orangemapping the layout, nothing concrete yet. Also, taking suggestions for names, cp_dust = no
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Given the minimalistic art style, I don't think the "time" hud piece is very useful/helpful unless time is a critical component in the gameplay. Even if I don't really play kart games on a regular basis, I'd imagine a higher priority be placed on getting past other players than focusing on improving your "best lap time". But that's just me
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Obvious unsuccessful troll is obviously unsuccessful.
