Quotingmc Posted September 13, 2015 Report Posted September 13, 2015 I remember some dead cow models for DoD:S, I think you can probably find a use for them Made by INsane. Here's a link.This gives me the chills and I am not even a vegetarian or animal activist. Single 1 Quote
Tyker Posted September 18, 2015 Author Report Posted September 18, 2015 (edited) Thanks! I'll see if I can include those models in the next version, and see how they look in-game!Currently on the workshop is version b7, and I'm working on b8. b7 is fully optimized, and the map now runs at a minimum of 145 FPS in all areas on my machine! http://steamcommunity.com/sharedfiles/filedetails/?id=481597483These screenshots are from areas that I feel a bit insecure about on whether they look nice. What do you think? Edited September 18, 2015 by Tyker blackdog and mkandersson 2 Quote
Pampers Posted September 18, 2015 Report Posted September 18, 2015 Love the right side of this image! put some lights or something on the left side to break up the gray dominance Tyker and Codename22 2 Quote
wylde Posted September 24, 2015 Report Posted September 24, 2015 (edited) Thanks! I'll see if I can include those models in the next version, and see how they look in-game!Currently on the workshop is version b7, and I'm working on b8. b7 is fully optimized, and the map now runs at a minimum of 145 FPS in all areas on my machine! http://steamcommunity.com/sharedfiles/filedetails/?id=481597483The red floor stripe here looks very video-gamey. I think it could be darker, and maybe some trim would make it look better. The white and grey brick texture is beautiful and great for CS GO maps. I like the metal thing in the middle acting as a guide to new players.Beautiful little scene here. Good job.Same here, looks good. Maybe that middle roof tile is a little too light?Looks nice and clean.The blue has the same issue as the red, just a little too bright I think. The floor could be grey here and people would call it blue halls already. Dust particles look nice as long as they don't impact gameplay.A little dark?A little bland and maybe prop heavy?This looks pretty good to me.These screenshots are from areas that I feel a bit insecure about on whether they look nice. What do you think? Edited September 24, 2015 by wylde Codename22 and Tyker 2 Quote
Tyker Posted October 27, 2015 Author Report Posted October 27, 2015 There is one more thing I'm currently working on adding, before moving on to an other map:I'm using a prop_physics_multiplayer for the carcass and phys_ballsocket at the top so that if you shoot it, or it's near explosions, it will swing!Sadly though it swings a bit too much, and modifying the weight doesn't seem to change this. It can start rotating incredibly fast too. I'm not sure if it's possible to lock an axis with phys_ballsocket, so I'll have to add some kind of hook model at the top that can swing 360 degrees without clipping weirdly.I still want to ship this with swinging meat, but if I can't fix these issues I'll just let them stay put. jackophant and Bodd Jonar 2 Quote
Vaya Posted October 27, 2015 Report Posted October 27, 2015 I still want to ship this with swinging meat, but if I can't fix these issues I'll just let them stay put.uh..phrasing? Tyker 1 Quote
marnamai Posted October 27, 2015 Report Posted October 27, 2015 try a phys_ragdollconstraint, you can limit on what axis it is allowed to rotate and add friction for each axis, also the dust motes on some of the screenshots look way too big, looks more like snow. Tyker and Codename22 2 Quote
Squad Posted October 27, 2015 Report Posted October 27, 2015 Add a func_clip_vphysics to prevent the prop_physics_multiplayer from swinging too far.Example picture: blackdog, Codename22, jackophant and 3 others 6 Quote
Pampers Posted October 27, 2015 Report Posted October 27, 2015 but...how else will you clutch with a 360 cow carcass backslap?? El_Exodus, Mark C. and jackophant 3 Quote
El_Exodus Posted October 27, 2015 Report Posted October 27, 2015 Squad is so mean This won't ever happen again Tyker, Vaya, Squad and 1 other 4 Quote
marnamai Posted October 27, 2015 Report Posted October 27, 2015 Add a func_clip_vphysics to prevent the prop_physics_multiplayer from swinging too far.Example picture:Doesn't this cause issues with grenades? Quote
Squad Posted October 28, 2015 Report Posted October 28, 2015 Doesn't this cause issues with grenades?No, it doesn't. Quote
Tyker Posted November 10, 2015 Author Report Posted November 10, 2015 (edited) Thanks to Marnamai and Squad for helping out! My meat is swinging now! Edited November 10, 2015 by Tyker tomm, ashton93, FMPONE and 8 others 11 Quote
Tyker Posted November 14, 2015 Author Report Posted November 14, 2015 (edited) A site felt a little bland. I'm doing some updates on it:Though it may have gone from 'too bland' to 'too dramatic'. I'm not too sure about this change.The layout is final, depending on the mapcore playtest. If that goes well, I'll ship this map and start something new. Edited November 14, 2015 by Tyker FMPONE and Logic 2 Quote
Quotingmc Posted November 14, 2015 Report Posted November 14, 2015 How do you get this sort of smokey dust effect? I noticed it on old version of nuke but there appears to be no trigger block set to anything to tell it to exist. Quote
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