Search found 244 matches
- Mon Jan 16, 2006 8:52 am
- Forum: Public Releases
- Topic: Tallinn Church - New map by CypheR
- Replies: 20
- Views: 2883
- Wed Oct 26, 2005 10:07 pm
- Forum: Mapping
- Topic: Problem with bushes
- Replies: 7
- Views: 487
- Mon Oct 03, 2005 10:59 pm
- Forum: Public Releases
- Topic: Alsace:Defeating Operation Nordwind is Released!
- Replies: 15
- Views: 2045
I haven't finished this yet but the comments have hit most of the major issues. The exteriors were really very nice, but even my 3.5 gig/x800XT choked on them. I never thought I'd see the day that Mohaa could put my fps in the red with this system. Even the bunker area where you still the documents ...
- Thu Sep 22, 2005 6:06 am
- Forum: Mapping
- Topic: This is not MOHRadiant !!!
- Replies: 21
- Views: 1092
- Wed Sep 07, 2005 6:31 am
- Forum: Mapping
- Topic: custom-placed decals
- Replies: 9
- Views: 311
run the map and use the decal menu but if you change your bsp you will have to do it again . Bring down the console by hitting the tilde key ( ` ). Then type in ?pushmenu decals?. This will bring down the decal console.
I've heard about this technique before. It totally turned me off the idea of ...
I've heard about this technique before. It totally turned me off the idea of ...
- Wed Sep 07, 2005 6:25 am
- Forum: Mapping
- Topic: custom-placed decals
- Replies: 9
- Views: 311
- Wed Sep 07, 2005 6:14 am
- Forum: Bragging
- Topic: Destroyed Village Church Prefab... before it was destroyed!
- Replies: 11
- Views: 1795
For a prefab, I really wouldn't worry about it. Anyone who wants to use the prefab can add the area portals. There is no telling what changes someone might make to it anyway.
I do agree with Tom that it is a good idea to leave static models out of the prefab and just use brushwork for the majority ...
I do agree with Tom that it is a good idea to leave static models out of the prefab and just use brushwork for the majority ...
- Mon Sep 05, 2005 12:07 am
- Forum: Bragging
- Topic: Destroyed Village Church Prefab... before it was destroyed!
- Replies: 11
- Views: 1795
- Sun Sep 04, 2005 11:03 pm
- Forum: Bragging
- Topic: W. I. P. Praetoria
- Replies: 8
- Views: 1499
- Sat Aug 27, 2005 4:09 pm
- Forum: Mapping
- Topic: Moving large prefabs in radiant
- Replies: 5
- Views: 219
- Sat Aug 27, 2005 3:59 pm
- Forum: Mapping
- Topic: Window question
- Replies: 15
- Views: 382
- Fri Aug 26, 2005 9:43 pm
- Forum: Mapping
- Topic: Window question
- Replies: 15
- Views: 382
- Mon Aug 22, 2005 9:08 pm
- Forum: Mapping
- Topic: Silly BSP/ Vis compile Question
- Replies: 3
- Views: 258
- Mon Aug 22, 2005 6:02 pm
- Forum: Mapping
- Topic: Silly BSP/ Vis compile Question
- Replies: 3
- Views: 258
Silly BSP/ Vis compile Question
I'm about ready to test some PVS on my map. But I only want to worry about the front part for now. The rear part of the map I intend to block off while I script and debug the first half. I don't want to waste time calculating VIS data and portals for the part I'm blocking off.
I know that I could ...
I know that I could ...
- Thu Aug 18, 2005 7:06 am
- Forum: Mapping
- Topic: texture blending?
- Replies: 10
- Views: 410
Well, despite the flaws in it. I've found myself working with brush terrain in my map after all. Finally got some predictable results using Gensurf.
I'm sure I'll still be using some LOD terrain, but I think the brushes will make texturing a lot easier - especially since my map has grown to about 3 ...
I'm sure I'll still be using some LOD terrain, but I think the brushes will make texturing a lot easier - especially since my map has grown to about 3 ...