Search found 127 matches

by UBER_SOLDAT
Sat Aug 09, 2003 7:55 pm
Forum: Public Releases
Topic: The Mine (Final)
Replies: 3
Views: 431

the only place its low for me is looking down when youre on the top track in the main room. it sometimes goes yellow there for me, but from either of the spawns, none of the inside gets drawn, and the same the other way round
by UBER_SOLDAT
Sat Aug 09, 2003 7:52 pm
Forum: Public Releases
Topic: Ramelle (Beta) - obj map
Replies: 8
Views: 740

have you got terrain detail on low? i have it on max and i dont get that error, i dont think i get it in mohr either. there were some errors like that in The Mine if you had terrain detail on low. ill see if i can do anything about it but if i cant the only way to fix it is turn terrain detail up
by UBER_SOLDAT
Sat Aug 09, 2003 12:41 am
Forum: Public Releases
Topic: Ramelle (Beta) - obj map
Replies: 8
Views: 740

i know the fps needs some work. theres already a few leafgroups, so the inside of the buildings of one side of the map arent drawn from the other, aswell as some in other places. ill look at any other places i can put them tho. i do get 20 or less in some places (2ghz cpu, 64mb geforce mx440, 512mb ...
by UBER_SOLDAT
Fri Aug 08, 2003 8:50 pm
Forum: Public Releases
Topic: Ramelle (Beta) - obj map
Replies: 8
Views: 740

Ramelle (Beta) - obj map

3rd map ive released in 2 days, this time its Ramelle beta, based on the town at the end of Saving Private Ryan. i started this map last october, and it was my first mp map. i havent done much with it since xmas, but its ready as beta now. a lot of the map ive had to make up. in the movie, the first ...
by UBER_SOLDAT
Fri Aug 08, 2003 12:51 am
Forum: Public Releases
Topic: Another map released: Italy1 (Beta)
Replies: 7
Views: 515

ill put some more furniture in then, some cabinets and tables etc. i didnt know if they would have those same cars in italy as the ones in moh, but ill just put em in anyway, the main street hasnt got enough cover
by UBER_SOLDAT
Fri Aug 08, 2003 12:12 am
Forum: Public Releases
Topic: Another map released: Italy1 (Beta)
Replies: 7
Views: 515

those are the best textures i could use. i needed to use bright brick textures, and those are the only ones. i can hardly skin at all, so i cant make my own. this was going to be destroyed, like dod_avalanche, but i thought id do a version like this first. italy2 will be the same, but with a lot of ...
by UBER_SOLDAT
Thu Aug 07, 2003 9:59 pm
Forum: Public Releases
Topic: Another map released: Italy1 (Beta)
Replies: 7
Views: 515

Another map released: Italy1 (Beta)

the 2nd map ive released tonight, the 2nd of 4 coming out this week

its set in italy, just outside the Salerno, i dont know the year the allies invaded, but this is set in that year. its a quiet italian village, where no fighting has gone on yet, so nothing blown up or destroyed. the map is laid ...
by UBER_SOLDAT
Thu Aug 07, 2003 9:25 pm
Forum: Public Releases
Topic: The Mine (Final)
Replies: 3
Views: 431

The Mine (Final)

i finished the map today, and i think theres no bugs left in it. i also found out how to use vis_leafgroups, so ive used them. the whole of the inside of the mine is blocked off from either of the teams spawns, so fps is a lot better in the main cavern and the spawns [i get an average of 60 outside ...
by UBER_SOLDAT
Sun Jul 13, 2003 2:51 pm
Forum: Mapping
Topic: Using Prefabs
Replies: 1
Views: 125

no, you can delete the .pfb once its in the map if you want. loading a prefab is just like copying and pasting part of one map to another, so once you load it, its part of the .map file
by UBER_SOLDAT
Sat Jul 12, 2003 1:30 am
Forum: Mapping
Topic: Making my map from sp to tdm or dm
Replies: 1
Views: 157

theres 2 things you need:
for sp maps, the only spawn point you need is 1 info_playerstart. for mp maps, you need:
at least 1 info_playerstart
info_alliedstart and info_axisstart for each team [tdm/obj/rb maps]
info_deathmatch [dm maps]

the 2nd thing you need to do is make sure the .bsp is in maps ...
by UBER_SOLDAT
Sat Jul 12, 2003 1:24 am
Forum: Off Topic
Topic: Where does everybody live?
Replies: 59
Views: 1906

nuggets wrote:and england here :D nr brum

i don't have a flag on me though, oh sod it i'll steel one :P
where about near birmingham? i live right outside walsall:

www.walsallwonderland.co.uk
by UBER_SOLDAT
Tue Jul 08, 2003 11:24 pm
Forum: Public Releases
Topic: The Mine Beta
Replies: 19
Views: 1013

you have to climb right to the top of the ladder until you stop, then jump. there was no other way of doing it tho. that ladder has to be fixed to the track support, and i cant cut a piece out for a platform, so it had to go behind the ladder.
also, the ladder is the only way up from the bottom ...
by UBER_SOLDAT
Sun Jul 06, 2003 11:17 pm
Forum: Mapping
Topic: Mapping problem weird yellow/grey shape on map when looking
Replies: 1
Views: 131

ive seen that twice, and each time it was from too many brushes touching another one, eg:
a ladder with too many rungs. each horizontal rung has 4 verts on each end, and these touch the vertical bars. every vert touching another brush adds to its total vert count, even tho those verts arent on that ...
by UBER_SOLDAT
Sat Jul 05, 2003 8:36 pm
Forum: Public Releases
Topic: NEW MAP IDEA- IF YOU LIKE SPR, READ THIS
Replies: 10
Views: 535

ive been working on a map of Ramelle since last october, and its almost exact to the film, but after it wasalmost finished, i noticed that some parts were wrong, and from where the tank shoots the belltower, you cant actually see the tower, so thats another thing thats not exact [a wespe type tank ...
by UBER_SOLDAT
Sat Jun 28, 2003 1:55 pm
Forum: Public Releases
Topic: The Mine Beta
Replies: 19
Views: 1013

why dont u just merge the ends together so they overlap?

in most places i have. and if you look at where 2 tunnels join, ive put a vertical brush there between the wall and the wooden beam. but i cant overlap them when the wall is straight. in other places there were these gaps in the wall, and ...