⌐■_■
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Posts posted by ⌐■_■
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would be awesome!
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nice Marcem! the wall on the left could be broken up a bit I guess...
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Django was great except for Django. Christopher, Leonardo and Samuel were ff'ing amazing. Jamie was shit, sorry.
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what a gem. if you like Bill Murray, really nice oldskool 35mm shots or just a really good story; watch this movie.
*****/*****
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trying to play assasins creed and I'm really digging the quality of the leveldesign but the tedious menus, boring and way too long cutscenes, uninteresting douchebaggy characters and the forced tutorials for retards kind of ruins it for me. and I'm not even talking about the shitty console port part.
**/*****
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the shootout wasn't realistic in the way it was played out. if they'd been expecting the governor and anticipated the attack (which was likely to happen) the shootout could've been believable (almost no casualties etc). still though, the way the governors troops attacked was painfully retarded. now that Rick is going insane, I'm not sure what to expect. It's an interesting twist though, and I enjoyed seeing Andrea reuniting again with the group.
the drama is good imo, but the action horror aspect seems to be slightly disregarded in the last few episodes...
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Good suggestion, but I have checked for these problems and it didn't seem to matter how I adjusted the lightmap scale on the displacement surfaces after the fatal compile so I doubt it's that, although again I'm not sure...
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Sure

I've had this issue a few times now (about 4 times I think). It happens mostly when my maps reach the last fase of completion. After I compile the map, it looks like there's a leak, but there really isn't. I've done extensive searching after trying to find the non-existent pointfile. Then, when I begin checking my lightmap scales, some faces have values like 9 (mostly 9, though I've had faces with a lightmap scale of 11 assigned to them).
After this, no matter what I change in lightmap scale settings, my map will not compile like it should: the map still looks like there's a leak (although it differs a little bit in how it looks: lighting is fine, there's just alot of the map that doesn't render, or only renders when you look at the faces in a certain angle).
I must honestly say that I, with my limited knowledge, can't be sure what the source of this problem is. But what I see is a badly rendered level, no apparent compile log errors and weird lightmap scale values being assigned to random brushfaces.
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nice, say goodbye to distortion!

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Will definitely let you know when anything new comes to mind!

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Hah, that's awesome
As far as the lightmaps are concerned, I think the options you plan to implement are quite complete already. I tried it though and I found that there's no executable to select at step 4. Am I overlooking something?Thanks again!

Also, how come I am the only one posting here? I'm sure I'm not the only one who could possibly benefit from these improvements?
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ahaha love it

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Sam Winchester is such a dweep, I can't stand him anymore. Everytime something crucial happens he is romancing it up with some chick being abscent because some slut can't stop touching his micropenis. Dean is awesome as ever but it's too bad every show after season 4 must have about 40% depressive bro argueing with bad performances from Sam. Sam is just so weak, he doesn't fit the profile of a badass monsterhunter. More like backstreet boy
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legit
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Stand Up Guys
Bad plot, lovely acting, nice dialogues
7.8/10Also: Christopher Walken and Al Pacino playing together means much to me.






WIP in WIP, post your level screenshots!
in Level Design
Posted · Edited by killertomato
love it. kinda reminds me of the supermall map from brainbread (heavens gate)
(although this looks better)