Zacker Posted August 18, 2006 Report Posted August 18, 2006 Ohh the joy of per-vertex terrain editing... Quote
Rick_D Posted August 18, 2006 Report Posted August 18, 2006 Ohh the joy of per-vertex terrain editing... Quote
Rick_D Posted August 18, 2006 Report Posted August 18, 2006 I was iffy about the lighting. I'll still throw in props as I make them. Maybe some support beam structure in the middle of the room. I need some ideas on how to improve the architecture of the room. Also, those light beams against the wall have recessed lighting sources. I modeled a light fixture that go into the ceiling. I think the stalls are a bit too chunky, I used to work in a really new office complex and architecture there was very similar to yours, except it was more open plan, and had quite a few large pillars (or supports) because the floor-space was so large and open, to the support for the floors above. The pillars were used for all sorts of things though, storing key-boxes, notice boards, poster placement etc. Quote
Sindwiller Posted August 19, 2006 Report Posted August 19, 2006 Very nice! Especially the plants. Wfr, Sindwiller Quote
Spellbinder Posted August 19, 2006 Report Posted August 19, 2006 Rofl Nexus! First when i saw it i thought it was a photograph of some house we have down here in gothenburg. So i guess that has to count for something, the picture doesnt say much though. Quote
D3ads Posted August 19, 2006 Report Posted August 19, 2006 That Militia looking map is great, best HL rocks ever! Quote
⌐■_■ Posted August 20, 2006 Report Posted August 20, 2006 That Militia looking map is great, best HL rocks ever! Quote
RD Posted August 20, 2006 Report Posted August 20, 2006 That Militia looking map is great, best HL rocks ever! Wonder what the rocks look like from the players viewpoint. Its a pity he spends all that time on the rocks and the actual map is played on a flat square. If youre gonna build mountains, let ppl have some fun with em Quote
Nazul Posted August 20, 2006 Report Posted August 20, 2006 QUESTION::: I have a simple fun map with ( 1...2...3.... ) 15 camera's and monitors. Point_camera ( x15) func_monitor ( x15) That didn't work so i read some tuts. and in one of them i read about :info_camera_link so added 15 of those , but still all my monitors show camera1a :// and I need them scaled up 3-4 times , /me cries I didn't want to make a topic bout this so ... sorry ^^ [[EDIT]] I think I found the problem guys.. I compile the map but when I run it it's the same map from before , so it just doesn't compile but neither does it give errors .. gonna look for it now.. :// [[EDIT2]] uuuh , i'm confused... I put 3 brushes near my spawn area just to see if they were there when I compiled.. i save map as different name, compile , spawn , and no brushes , but it IS the map with the changed name... whot teh hell ? :/// Quote
von*ferret Posted August 20, 2006 Report Posted August 20, 2006 I have 4 cameras as well at the moment and they're all showing the same picture from the first camera. Its odd, but this really ought to be in the engine discusion forum. Quote
NecrosiS Posted August 21, 2006 Report Posted August 21, 2006 Hi everyone I'm making a ut2k4 conversion of my old quake3 map Story to Tell This are my first steps in UnrealED so please be gentle Quote
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