Search found 361 matches

by Slyk
Fri Feb 27, 2004 1:53 pm
Forum: News
Topic: Medal of Honor Pacific Assault: Winter 2004
Replies: 17
Views: 1982

Well, I do know that major work on the MP portion didn't really even begin until just last month (January, 2004). Do they actually mean January 2005??? Winter 2004 to most would mean December 2004-Feb/March 2005....or am is that just me?
by Slyk
Thu Jan 15, 2004 2:04 pm
Forum: General Discussion
Topic: Would you publish your map files (uncompiled)?
Replies: 8
Views: 281

Most likely 'Yes', if they asked for them, and of course, depending on what the final product/purpose would be. I'd be most open to someone adding Bot support or doing a SP plan/campaign as of my five, they are in a set of 2 and 3 so you'd have two mini-campaigns.

Since I've moved on to CoD, there ...
by Slyk
Tue Jan 13, 2004 4:26 am
Forum: Public Releases
Topic: Stalingrad -- The Docks
Replies: 19
Views: 1178

I think the most attractive thing about CoD from a mapper point of view is the engine, for a start. It can handle much more complex maps, settings, etc. and still crank FPS numbers that would choke Mohaa. The quality of the textures and terrain features mentioned are impossible to beat in Mohaa. The ...
by Slyk
Wed Jan 07, 2004 5:58 pm
Forum: Public Releases
Topic: Stalingrad -- The Docks
Replies: 19
Views: 1178

I don't know guys. CoD, in my opinion, is a far better looking, playing and mod friendly game. In many ways it is what AA/SH should have been. From aiming down the sights to going prone, and the graphics detailing and FPS potential far outpace Mohaa. It is an all around better game. It may take a ...
by Slyk
Mon Dec 29, 2003 7:30 pm
Forum: Public Releases
Topic: Tactical Objective from Flyingsheep
Replies: 63
Views: 6467

Z-fighting is Z-fighting. It just bad brushwork everytime. I remember maybe one spot that I saw this in this map. The only negative was the sheer size of some objects like doors. Felt like the knob was at my throat level. Some other objects like tables looked to be chest high as well. Not sure what ...
by Slyk
Wed Dec 10, 2003 4:51 pm
Forum: Mapping
Topic: Cualk or no draw?
Replies: 22
Views: 570

Good rule of thumb is to caulk every brush as or immediately after you draw it and before moving vertice points or any other work. The skybox outside edges and even bottom can be /caulk with no ill effects. Leaving a hole in your skybox will not compile your map VIS data properly... at all, actually ...
by Slyk
Tue Nov 18, 2003 11:59 pm
Forum: Public Releases
Topic: THREE MAPS: SoS2, TW2, TownAssault
Replies: 12
Views: 670

326.... the maps from my posted link are already pk3s... just drop the file into your /mainta folder. If you have more problems, go to:

http://www.after-hourz.com go to the Spearhead page and download MAP PACK #6. All the maps are there except for TW2.
by Slyk
Fri Nov 14, 2003 10:13 pm
Forum: Public Releases
Topic: THREE MAPS: SoS2, TW2, TownAssault
Replies: 12
Views: 670

Thanks Vonderbakluft: I am guilty of scaling up textures quite a bit. I found that by doing that I can actually help out the FPS in areas as the engine isn't working so hard to draw as much detail. The VIS thing breaks my heart. There are, I think, 74 VIS groups in that map +/-. The FPS holds up ...
by Slyk
Fri Nov 14, 2003 4:41 pm
Forum: Mapping
Topic: vis_leafgroup
Replies: 24
Views: 563

No known limit to me, don't know why your VIS data goes up so much. And I don't think you can nor would want to target VIS to anything other than VIS. The idea of the VIS group is to NOT draw what cannot be seen from the players current location...as in areas, not entities, etc. Really want to see ...
by Slyk
Fri Nov 14, 2003 1:17 pm
Forum: Public Releases
Topic: THREE MAPS: SoS2, TW2, TownAssault
Replies: 12
Views: 670

/forum/viewtopic.php?t=2998&sid=4a3ca5e5358d0874e05d233191be6423

Right there! Check them out, let me know what you think good or bad. Any input is better than none.
by Slyk
Fri Nov 14, 2003 3:14 am
Forum: Mapping
Topic: vis_leafgroup
Replies: 24
Views: 563

I can help out more if you can send me a high-level overhead shot of your map while in specatate mode. I'd like to understand better what you are working with before giving you any bad advice. I almost never split a building up. I always try to make one entire building inside the same VIS group. The ...
by Slyk
Fri Nov 14, 2003 1:10 am
Forum: Mapping
Topic: vis_leafgroup
Replies: 24
Views: 563

Jack- DL 'SoS2' and then believe me when I say that the vis data size was less than 2 milllion, around 1.7 if I remember. I detailed everything that was not a solid wall or totally blocking sight lines...mainly anything that was a brush looking object, wrecked wall, odd corner, rubble, etc. All the ...
by Slyk
Thu Nov 13, 2003 9:52 pm
Forum: Mapping
Topic: vis_leafgroup
Replies: 24
Views: 563

Depending on your layout and how neat your brush work, you might get away without VIS groups. I doubt it though. VIS will always make your map faster as you can more easily tell the engine what can and can't be seen and that REALLY increases FPS. Remember, IF this is a multi-player map, you will ...
by Slyk
Thu Nov 13, 2003 5:39 pm
Forum: Mapping
Topic: vis_leafgroup
Replies: 24
Views: 563

Krane, what you're missing is this:

A VIS group ONLY draws what it IS NOT targeted to. Which means, it sounds like you used two VIS boxes. All you have done is to tell them that they should NOT draw what is inside of eachother. They are STILL drawing everything else NOT inside the other box. That ...
by Slyk
Thu Nov 13, 2003 3:56 pm
Forum: Mapping
Topic: Another "Can You" Question?
Replies: 10
Views: 209

Sounds like you're going to create a LOT of headaches for yourself with two texture sets as I'm also pretty certain that they would all have to share the same file name and be in the same exact location or your .bsp files will not match. I'd just be smart about new textures and use them well and ...