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CaptainChar

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Posts posted by CaptainChar

  1. the only issue I have with putting mystuff on my filefront, is if its not downloaded X ammount of times within a week, the system auto purges it, ever since they were going to go offline, then were brought back. So I moved to Mediafire on that reguard, since it was needed for super smash bros brawl mods anyhoo >.> but if someone has a fix for the auto deletion thing, let me know, since when I upload id use both one as a primary and a mirror in case

    Cloud Senatu likes this
  2. this is a grey area, and unless you get permission from the original source author, your kinda SOL when it comes to redistribution, from what ive learned from ports though, they can go all wonky, and deform on you, plus its better to learn the modelling process, so you'll have one more thing under your belt :P

  3. SV_SetBrushModel: NULL

     

    ive done the manual tracking of those down through the entitly list, usually each entity in the list has somehting attached, ive had a few on me (when radient has decided to crash) where a player spawn point was created but no point was ever placed in GTK, but they've gotten easy to spot these issues, in radient, mind you the more brushwork you got, the longer the list >.>

  4. I can see your nightmare, but im not a great mapper, in this case I look to how old game handled this issue, which was either back in the day low draw distance distancecull in this case, or "fog" which was also just to hide the draw distance. and I dont know what your current distancecull is atm either, just another theory im tossing out there

  5. I use wave format for most my maps now for seemless looping method ive peiced together, uses 2 wave files, one is the intro part of a song,t he other is the loop segment

    waves must be 22,000khz, sound effects have to be mono, map music can be stereo, and remember audocity will put a "silence" at the end of any edited track by default, it'll have to be editted out of you want seemless looping music

  6. from the power plant, looking towards the duff beer plant, and town, it drops significantly about -40fps from 59-60 throughout the rest of the map, im not sure if it was just what I have in my base, but the green goo wasnt present in this build for me, again not sure if this was my side or not

  7. Jefferies tubes, that lead around decks to various parts of the ship, these ones are located in main engineering at the lower part of the warp core. these will run thoughout the ship, making good alternate routes for players to get from point A-B especially of doing a team gamemode, each deck corridor will have an access hatch, and major rooms such as sickbay, bridge, mess hall, shuttle bay, etc will have them, at least in 2 hatches per room on opposing sides

     

    jefferies.png

    Ingame shots of engineering, I know its bland atm and baren.

     

    shot0007-5.jpg

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    shot0008-6.jpg

  8. Main Engineering will have 3 decks to itself, the bottom of the core will only be acessable via the jefferies tubes (which will run like a maze in the ship)

     

    Engineering control panel added, but its not showing up with stock control panels, deck plates added, top and bottom of the core added, but I am pleased how this thing is starting to look

     

    shot0006-5.jpg

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