Author |
Message |
|
Cozmo
Power/3D
Posts: 276 Joined: 08 Apr 2010, 22:00
|
The MPConvo version from A forums is just broken source code from my noobier days, before I realised I could fix it. I'll look into making it possible to create factions, shouldn't be too hard I think. It should be possible even if I don't include it by default though, just by triggering a custom actor through the convo to add the player to a faction or something.
|
|
|
|
|
ShadowRunner
It's over 5000!
Posts: 6970 Joined: 28 Feb 2006, 21:07 Nationality:
|
I was thinking a sign outside, about 160 high on legs, about 96 wide, with Costa, HMV, LIDL and all the shop logos, the sign is damaged, one panel is flickering perhaps. http://www.signcraft.co.uk/retail-parks ... e-signage/I started fiddling with the textures you gave me. The pcx from DX1 are tiny, 128 pixels in size. I've added no weathering or shadows to the text, but words, text or freehand is new for me on 128 pixels. If I change size/res on original is that better? will that not blur when 128 pixels again? I have about 4 tutorials to read/follow, 2 photoshop and 2 texturing ones, so bear with me I'm thinking, incidentally I should upload my photorealistic textures for everyone. It's about 140 mb, but it is a useful thing. http://www.filefactory.com/file/52o7wrb ... listic.rar
|
|
|
|
|
|
|
|
|
Whiplash
Principality/2C
Posts: 180 Joined: 16 Oct 2012, 02:02 Location: Smugglers Warehouse, Hells Kitchen Nationality:
|
If you find it useful, feel free to pinch elements from my Railways map: I got shops, an abandoned cottage, a railway station, train tracks and a few other things on there.
Set Yo Ass On FIRE
|
|
|
|
|
Cozmo
Power/3D
Posts: 276 Joined: 08 Apr 2010, 22:00
|
Sounds good. We were thinking of having a slow train / tram thing going around the city, would be good for transport, and good as a target. Red Dead style combat on those will hopefully ensue. Recoded all the zombie attacking stuff today - previously they had to stop running and stand still to attack the player ... now they can only attack the player while running it breaks sometimes too. Maybe I'll settle for brief standing still attacks, and tiny bits of damage if you bump into them? Edit: Holy crap I think I fixed them, nvm
|
|
|
|
|
|
Cozmo
Power/3D
Posts: 276 Joined: 08 Apr 2010, 22:00
|
Maybe we should remove the roof for now and make it the very last bit of the project
|
|
|
|
|
|
ShadowRunner
It's over 5000!
Posts: 6970 Joined: 28 Feb 2006, 21:07 Nationality:
|
I can see a possible reason for trouble.
The map is super-polished with details in one area and seemingly empty outside. Either Tack or beyondunreal states that detail should build evenly over a map during the construction.
If you think about it, you've detailed the shops inside the mall, but even there are no buildings outside. Probably working outside for a while will make the map easier to handle.
I map in this order now...
1. ALL initial subtracts first. 2. build up all semis and solids evenly as possible. 3. BEFORE any bug, make all movers. If there is a bug with making movers inside huge map, then make a separate map and paste in the special brushes that are causing trouble. 4. FINAL thing, remove any water, re-add it.
I use too many semis, so my bugs usually are bsp or water or non-solid world etc...
I think there is no right way or wrong, making special brushes at the beginning or end of mapping, but in your case the map detail is concentrated in one area at the moment, so maybe Cozmo's suggestion is best.
|
|
|
|
|
|
ShadowRunner
It's over 5000!
Posts: 6970 Joined: 28 Feb 2006, 21:07 Nationality:
|
Last edited by ShadowRunner on 02 Jan 2013, 12:00, edited 1 time in total.
|
|
|
|
|
|