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WIP in WIP, post your level screenshots!


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Posted

The three center buildings (the ones with the player height marking dev textures) will have full interiors. The nearby surrounding buildings will have extremely basic bottom floors and areas that can be broken open via traps and trap spawns by the ZM. The outer edge buildings will be solid.

Posted

The three center buildings (the ones with the player height marking dev textures) will have full interiors. The nearby surrounding buildings will have extremely basic bottom floors and areas that can be broken open via traps and trap spawns by the ZM. The outer edge buildings will be solid.
Ah-ha, I see.

Still, sounds like a fuuun time for VIS.

Posted

If I ever get the brushcount down I'll be using occluders and hints as well as I can, but it's not like the map would slow to a crawl for anyone without such optimizations.

I've found a tutorial a while ago which explain you how to convert a brush to a model using XSI but I can't find it... :(

i could use this as well. any chance you remember the site?

Posted

If I ever get the brushcount down I'll be using occluders and hints as well as I can, but it's not like the map would slow to a crawl for anyone without such optimizations.

I've found a tutorial a while ago which explain you how to convert a brush to a model using XSI but I can't find it... :(

i could use this as well. any chance you remember the site?

I don't know of any tutorials for it, but I'm guessing it envolves exporting a DXF from hammer then converting that into an SMD using XSI. If this is the case the resulting models probably aren't very efficient. I find exporting DXFs from hammer a useful scale reference though.

Posted

I don't know of any tutorials for it, but I'm guessing it envolves exporting a DXF from hammer then converting that into an SMD using XSI. If this is the case the resulting models probably aren't very efficient. I find exporting DXFs from hammer a useful scale reference though.

Enough for me, I would've guessed .map or some other weird format, thanks!

Posted

stga1k.jpg

stga4k.jpg

stga7k.jpg

Something I've been working on since early in 2007.

Originally started out as a DoD project and will very likely be released for that game, too, but more than this it's a first

design bit for a single player modification I've had in my head for a very, very long time now.

It will play in the New York, London, Moscow, Berlin and some other towns around the 1930s of an alternative time line

and feature a sepia/film noir athmosphere.

As soon as there's more to show I'll ask around for some support on the coding and modeling part, not sure when that'll be tho.

Posted

Hit the bullseye :)...

The building in the rear is one of the first examples of Bauhaus in my city - it's from 1928 and still can be seen today.

It also had those neon lights on it from 1928 to 52. I'm really excited to see how this idea will work out in the end.. :)

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