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Merc248

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  1. I imagine that you would have everything as nodraw, then texture the obvious looking parts that would be visible to player first. If there is a HOM effect or something is missing completely, then you would go back and be sure that you texture it. Now that I think about it, it sounds like a good way to optimize the map from the very beginning.
  2. I told you guys it is TF2
  3. OMG! TF2 IS FINALLY GOING TO BE RELEASED~
  4. So true... I actually had another mod project that I was leading called "Rebellion" (yes, the same name as my current project, but it was radically different). It took a long time to find a good team, but I did find them. I picked up a coder who seemed pretty good. We started developing for an alpha release, but well... the whole problem started with CVS access to the code. I had no intentions in running off with any of the content, yet the coder who set up the CVS had more access than I did. I guess you could say it was a bit of an ego trip, but I wanted at least as much access as he did to the entire CVS (since well, it was hosted off of one of his server boxes which he had root access to). He didn't allow it, we quarrelled over it since I wanted to be able to coordinate the entire direction of the team until everything is stabilized, and I ended up having to kick him out since he wanted to restrict access for me to merely the art sections. The whole team fell apart after that. You can gather whatever morals you want from that, but if at all possible, I'd like to avoid that same situation again by perhaps creating a team where no one is above anyone else and there is no opportunity to do that (democratic socialism if you want a government system to compare to).
  5. I think the whole fact that someone who doesn't contribute to the actual core development of the game is someone who is running the show isn't exactly someone who is commonly looked up to as a leader. Sure, Laidlaw MIGHT not have any real gaming credentials, but he also isn't the project lead of Half-Life or Half-Life 2. He is merely one of many who work for Gabe Newell.
  6. Well... I ended up fixing it by centering the entire map geometry in the middle of the grid, as well as making the entire skybox brush a lot smaller. Guessing it is the brush size limit, I dunno.
  7. Haven't finished the texturing at all... waiting for the full Source SDK to do that. Well, either that, or the lighting sucks so far.
  8. A few updated screenshots: (note: I didn't really add to the first area with the forward bunker since I figured that I'll save the rest of the geometry in the main complex area. I most likely will end up expanding it a bit, though.)
  9. "too many indices for index buffer. . tell a programmer (32814>32768)" I'm not precisely sure what this means... can anyone explain? :x This happened with my latest build of that snow map that I was making - the error appears when i try to run it in CS: Source.
  10. Stratesiz: Supposedly, in one of the earlier Hammer builds for Source, you could blend between any two textures... for some reason, you can only blend if you choose a texture that has "blend" in it, and it can only blend with another predetermined texture. If they revert it back to how it was though, it'll make the terrain look a lot better.
  11. Rebellion I dunno, its just a three letter prefix that I thought up at the last minute.
  12. Alright, I think this will be one of the maps that I will actually release, but it's still unfinished... here's what I have so far (BTW, I will most probably have this map take place at night): Is there anything that you guys can suggest at all in terms of gameplay elements, structures, etc.?
  13. Alright... no problem
  14. I'm trying to combine both the outside environment and the inside environment of the bank for the "Rebellion" mod... What I'm thinking is that the Combine will come from the street in front of the bank (either from the apartments or perhaps have them running from the sides), they will raid the bank much like what Gordon did in HL2, and then try to overrun the defenses outside and inside of the bank. Hopefully this works out alright. Anyhow, it's a bit obvious that I'm not finished, I haven't textured much of anything yet, plus I didn't get all of the basic geometry in. It's a bit hard to see all of the detail since I'm using the gray dev texture for now
  15. Sweet... alright, thanks for answering the questions everyone. Heh, sounds a bit disconcerting to hear that there's a high chance of your first through fourth/third map being shit, but eh... that's fine.
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