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Vassago5kft

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    8
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  • Job
    Artist, Level Designer
  • Location
    Reno, NV, USA

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  • Website
    http://www.digitalinfluence.net
  1. Having those vehicles at an anti war rally isn't extreme one bit. The way people are acting is completely unamerican. You don't boo the president in his motorcade, or throw snowballs at his car. You might not like the man, but he IS your president. At least show some stinkin respect. During the innauguration, I saw people holding signs that said "Ill support the troops when they come home". In my opinion, that's complete ignorance, and anti-americanism. You might not agree with the war, but you MUST support our troops. I don't agree with the war in Iraq, nor do I like Bush. I don't however, like Kerry, either. I don't think either man deserves the presidency. I'm also not the person whining about Kerry's loss, or saying I'm going to move to Canada because Bush won. I'm not scourning Bush for going to Iraq, or saying he'll end the world. Republican candidates don't moan about their loss, and demand recounts, as Democrats always seem to do (quite childish I think). And republicans always have morals in mind, rather than the important issues. Both sides have their flaws, and both sides have their strong points. The simple fact is, you MUST support your president, AND your people. If we don't, we're no longer the United States.
  2. It's a Halflife 1 mod. Took the team forever to produce (4 years, was it?). Anyways, it was finally released a while back.
  3. ReNo - that seems to be the issue. I made them func_walls, and the splitting was non-existent. I assume these don't share the same benefits as func_detail, either. It's unfortuneate that a handy performance feature like func_detail is misbehaving like this Has Yak_fighter emailed Valve with this problem by any chance?
  4. Hey guys, I'm running into this issue with my detail brushes. I have small details such as pillars, roof trim, etc that I am making into func_detail brushes. To create them, I'm selecting the objects, then using the move to > entity function, and selecting func_detail. After that, I just hit the apply button. In game now, these brushes are still cutting up the base world brushes. From my understanding of detail brushes, they are not supposed to be calculated by VIS, nor should they cut the world geometry. Any ideas on this one? It's driving me mad, MAD I tell ya!
  5. roflmao... I've used this reference sites at work for the past 2 years. Figured you guys would have known about them by now.
  6. Pretty much a Senior Level Designer. But that's simply because I'm the ONLY level designer here I start off with a 3d sketch, and get approval on that. Afterwards, I build and texture the props for the enviornments. Then I texture the world, and add in all the props. Then I have to light it Basically, I have to do 100% of the work, related to enviornments.
  7. I'm trying to eliminate long view distances of water. There are a lot of twists and turns in the venice canal system, and I intend to exploit that fully! muhaha..ha. Seriously though, with a full compile I'm averaging around 220-240fps. I'm running a GF 6800 GT, so that also helps. It's my first map, but I'm trying damned hard to get it into top shape
  8. Yea, the orange maps looks quite nice usually Here's about 5% done on my css map, cs_venice:
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