Search found 361 matches
- Fri Feb 27, 2004 1:53 pm
- Forum: News
- Topic: Medal of Honor Pacific Assault: Winter 2004
- Replies: 17
- Views: 1982
- 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 ...
Since I've moved on to CoD, there ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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.
http://www.after-hourz.com go to the Spearhead page and download MAP PACK #6. All the maps are there except for TW2.
- 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 ...
- 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 ...
- Fri Nov 14, 2003 1:17 pm
- Forum: Public Releases
- Topic: THREE MAPS: SoS2, TW2, TownAssault
- Replies: 12
- Views: 670
- 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 ...
- 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 ...
- 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 ...
- 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 ...
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 ...
- 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 ...