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ut4_mv_home Rate Topic: -----

#11 User is offline   slackin Icon

  • Account: slackin
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Posted 06 November 2007 - 11:02 PM

thank you woekele ;p

#12 User is offline   Reya (old) Icon

  • Joined: 28-May 07
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Posted 07 November 2007 - 09:23 AM

Looks good, but there are a few things overlapping.
Like this :
Posted Image

See what I mean? Other than that, it's a good map  :-)

#13 User is offline   slackin Icon

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Posted 07 November 2007 - 09:35 AM

ty very much

#14 User is offline   slackin Icon

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Posted 07 November 2007 - 05:37 PM

WOOT, alrighty, well everything is comming along very nicely with this map, i added all modes of game play execpt bomb, need to add a little more detail,then im wrapping it up and giving all you guys a present ;p

#15 User is offline   slackin Icon

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Posted 10 November 2007 - 05:31 PM

well, its comming even closer, no screenshots till final release, the name has been changed tho, its not ut4_invasion mv_home looks too much like "my home" i dont want any confusion, cause this most certianly is not my house, or anyone's for that matter.

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#16 User is offline   sleepingguy (old) Icon

  • Joined: 02-January 05
  • Posts: 171
  • LocationQuebec

Posted 11 November 2007 - 04:39 PM

hi

I have seen that in the water tunnel from the inside we can see the vertical side of the water between the 2 brushes. I had similar problem with my map "island" because i did not use a special shader "watercaulk" for the vertical brushes of water box. I have seen such shader from wily duck, i do not know if he made it but i took it from his shader so leave the name in it.

//cut and paste  from willy duck watercaulk, just changed texture in editor
textures/"yourpath"/"yourname_watercaulk"
{
	qer_editorimage textures/liquids/clear_ripple3.tga
	qer_trans 0.3
	qer_nocarve
	surfaceparm nodraw
	surfaceparm nolightmap
	surfaceparm trans
	surfaceparm nomarks
	surfaceparm water
	surfaceparm noimpact
}


sg

#17 User is offline   slackin Icon

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Posted 11 November 2007 - 04:41 PM

hehe, thank you. everyone has been a huge help. If it wasn't for everyone's help I would not be anywhere near where I am now with my map, it probably would never get finished if I didn't have everyones help.

#18 User is offline   sleepingguy (old) Icon

  • Joined: 02-January 05
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Posted 11 November 2007 - 05:44 PM

Quote

it probably would never get finished if I didn't have everyones help.

true for me too
and a map seems to be never finished ! I always have something to correct/move/make it better.... man i MUST release a final version  :x but hopefully my beta is not out yet  :wink:
it is like frustrating and addicting in the same time !

#19 User is offline   slackin Icon

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Posted 12 November 2007 - 12:25 AM

lol, yea soo true, i called it final a week ago, now i say its got a week left, rotf, next week ill tell you next month ;p

#20 User is offline   slackin Icon

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Posted 12 November 2007 - 08:26 PM

kick ass, well after playing with hint brushes, i got the framerate to an absolute min of 25fps(with everything turned WAY up on my shitty ass computer, i only get 15-20fps on riyadh. most of the map is way over 60fps most around 90, even on my pos only map i get that kinda fps on is dressingroom

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