Search found 244 matches

by diego
Mon Jan 16, 2006 8:52 am
Forum: Public Releases
Topic: Tallinn Church - New map by CypheR
Replies: 20
Views: 2883

Can't seem to download it on any free servers at filefront - only the fast pass servers.
by diego
Wed Oct 26, 2005 10:07 pm
Forum: Mapping
Topic: Problem with bushes
Replies: 7
Views: 487

It looks to me like his tree texture is applied to the top side of the brush - and probably all the sides. And the treeline texture might not be a culled one.

Use the common/nodraw texture on all the sides but main face. The culled tree-line textures should not draw when looking at them from the ...
by diego
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 ...
by diego
Thu Sep 22, 2005 6:06 am
Forum: Mapping
Topic: This is not MOHRadiant !!!
Replies: 21
Views: 1092

That's interesting. I'm getting ready to migrate my mohaa map over to ET. I don't have any entities, and all my textures are using unique shaders not dependent on Mohaa. Didn't know there would be a problem with Detail brushes though.
by diego
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 ...
by diego
Wed Sep 07, 2005 6:25 am
Forum: Mapping
Topic: custom-placed decals
Replies: 9
Views: 311

I was just trying to get these to work this weekend myself. A lot of the decal shaders that I saw were using the GE 128 alphagen parameter which is really only good for solid black & white alpha channels in your image.

I was also having a hard time getting my lighting to work with the various ...
by diego
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 ...
by diego
Mon Sep 05, 2005 12:07 am
Forum: Bragging
Topic: Destroyed Village Church Prefab... before it was destroyed!
Replies: 11
Views: 1795

The area portal brush is used to keep the engine from drawing things behind closed doors.

In case you don't know the difference between structural and detail brushes, structural brushes will prevent polygons that are not visibile from drawing. But even if your windows are opaque, and the room is ...
by diego
Sun Sep 04, 2005 11:03 pm
Forum: Bragging
Topic: W. I. P. Praetoria
Replies: 8
Views: 1499

Bet you guys thought I gave up on this one. After taking a couple of months off to brainstorm on the entrance, I've finally made enough progress to show you guys what I've been up to. I've still got a lot of foliage to work into it and some more construction and texture work to do. But the main ...
by diego
Sat Aug 27, 2005 4:09 pm
Forum: Mapping
Topic: Moving large prefabs in radiant
Replies: 5
Views: 219

One question, does it crash WHILE moving it? or AFTER you deselect it?

I ran into the same problem a while back. I built my buildings in separate map files and then assembled them into one big one. I found out that I could move the prefab, then save my .map file BEFORE deselecting it.

After I ...
by diego
Sat Aug 27, 2005 3:59 pm
Forum: Mapping
Topic: Window question
Replies: 15
Views: 382

This is what I mean by the walls disapearing the other building you can see has no problems.


Actually, Your are wrong. Your other building does have the same problem. Look carefully inside the window below the Compass. You will see that the wall on the top floor of you second building is Not ...
by diego
Fri Aug 26, 2005 9:43 pm
Forum: Mapping
Topic: Window question
Replies: 15
Views: 382

It sounds to me like it may be more of a shader thing. That was one of many problems I encountered working on my window shaders.

If none of the other suggestions help. Look at this post to see if you find anything similar.

http://dynamic.gamespy.com/%7Emap/mohaa/forum/viewtopic.php?t=10331 ...
by diego
Mon Aug 22, 2005 9:08 pm
Forum: Mapping
Topic: Silly BSP/ Vis compile Question
Replies: 3
Views: 258

Thanks. I was hoping that would work. I considered the prefab thing already. But It took a long time to put together all the pieces of the map. I'm not inclined to start disasembling it. ;)
by diego
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 ...
by diego
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 ...