AlexM Posted October 28, 2009 Report Posted October 28, 2009 http://img692.imageshack.us/img692/6337 ... a10114.jpg this pic, I think I've actually been there Quote
RA7 Posted October 28, 2009 Report Posted October 28, 2009 http://img692.imageshack.us/img692/6337/l4dyama10114.jpg this pic, I think I've actually been there In the MATRIX?? :-) Quote
NykO18 Posted November 2, 2009 Report Posted November 2, 2009 i'm just not sure if all the lights it creates count towards the entity limit or what effect it has on performance. It might be a bit late but yes, they do count in the lights limit. And it even increases the overall count very fast. So far, the campaign looks good, I wish I could play it right now ! Quote
the0rthopaedicsurgeon Posted January 7, 2010 Author Report Posted January 7, 2010 decided to switch to l4d2 since it has too many better features not too, even if i don't like the new survivors. i'm trying to detail all the buildings in the shopping district, i don't know enough japanese to come up with enough store-front signs, notices, names etc though so some look a bit too bare for now. Quote
m8nkey Posted January 7, 2010 Report Posted January 7, 2010 great looking architecture and custom assets. keep it up. Quote
Jenn0_Bing Posted January 8, 2010 Report Posted January 8, 2010 I always get excited when i see this threads been updated, keep up the good work. Quote
Zeta Posted January 8, 2010 Report Posted January 8, 2010 The L4d2 assets will really help this look great. Nice stuff as usual. Quote
RA7 Posted January 9, 2010 Report Posted January 9, 2010 Really good work here, great job. Have no comments or critics, its seems u know u want to make and it works out fine pimped the WIP pics tough Quote
ultradr3mer Posted January 11, 2010 Report Posted January 11, 2010 the big cklock looks a bit blocky or "oldschool" you may change that but besides that its awsome. Quote
the0rthopaedicsurgeon Posted February 2, 2010 Author Report Posted February 2, 2010 i'm at 93% entdata now, and about the same with brushes so finishing this is going to be interesting. i've visgrouped a lot of sprites, particles, decals etc and switched off some of the signs, but i might have to delete a few things as i get more done, i haven't even started on the 3d skybox yet. Quote
ElectroSheep Posted February 2, 2010 Report Posted February 2, 2010 ho ! I like the small streets If you combine close func_detail you can save a few entities Quote
Minos Posted February 2, 2010 Report Posted February 2, 2010 Looks super cool! One thing I'd work on more is the floor. It looks so flat and repetitive everywhere it really prevents your map from look even better. Use displacements with alpha blend and decals to break repetition up! Quote
robert.briscoe Posted February 2, 2010 Report Posted February 2, 2010 i'm at 93% entdata now, and about the same with brushes so finishing this is going to be interesting. i've visgrouped a lot of sprites, particles, decals etc and switched off some of the signs, but i might have to delete a few things as i get more done, i haven't even started on the 3d skybox yet. The ent data amount is purely a guideline, you can easily go over it and everything will still compile. Also take into consideration that things like static props are added there but are converted to world geometry upon compile so they dont actually count as entities. Quote
ElectroSheep Posted February 2, 2010 Report Posted February 2, 2010 I think static props don't count but func detail yes (not in the game, only in hammer) but it's true, you can exeed that limit but sometime no, I think it depend of the game (and the engine). remembering a cs:s map from me which was at 100% but didn't compile and the last portal prelude map which was more than 200% but works. Quote
the0rthopaedicsurgeon Posted February 2, 2010 Author Report Posted February 2, 2010 the game crashed a few weeks ago and when i checked the compile log, entdata was at 105%. it worked fine once i restarted the game but i thought being over the limit might at least make crashes more common. reading up some more though, it looks like you can go well over the limit, and prop_static and overlays don't actually count (but decals do). i'm going to turn some roads into displacements, i deleted a lot of decals because of entdata but since that's not so much of a problem i'll put some back. Quote
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