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Hobo Ninja |
Posted: March 19, 2005 01:53 pm
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![]() Last hope of Mankind ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 722 Joined: December 18, 2004 ![]() |
No....not Gabe Newell the Half-Life guy....
Tutorial? No....Im lazy and text doesn't teach me.....I learn from experience and visual stuff and speech...like in Math...the teacher has to give us notes....I can't just read the book. -------------------- ![]() |
Howzer |
Posted: March 22, 2005 09:03 pm
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Just another Survivor ![]() Group: Members Posts: 29 Joined: November 25, 2004 ![]() |
Gabe is my brothers name, me and Hobo know each well. Anyways I got the map together and it looks sweet, but I'm gonna have to totally redo a bunch of shit cus i made this section that looks down the entire map and the r_speed is like 2500+, although i did fix most of the other places that were causing problems.
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Howzer |
Posted: March 24, 2005 06:33 am
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Just another Survivor ![]() Group: Members Posts: 29 Joined: November 25, 2004 ![]() |
OK heres some more screenies after additions and redesign. Keeping r_speeds down is harder than you'd think...
![]() ![]() ![]() ![]() ![]() I'm almost done with the main design of the map, so as soon as I get the wpolys at a decent level and all of the buildings set up, I can start adding in some more detail and things(cars, bodies, wreckage) |
JesusFoo |
Posted: March 24, 2005 08:36 am
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![]() Zombie Hunter ![]() ![]() ![]() Group: Members Posts: 263 Joined: March 20, 2005 ![]() |
not to be a perfectionist, but you have a european bus on the right side of the road
![]() just thought i'd bring it to your attention. keep up the good work. -------------------- |
Skullky |
Posted: March 24, 2005 01:54 pm
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![]() Zombie Hunter ![]() ![]() ![]() Group: Members Posts: 102 Joined: February 04, 2005 ![]() |
Pwned ![]() -------------------- ![]() |
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Howzer |
Posted: March 24, 2005 02:28 pm
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Just another Survivor ![]() Group: Members Posts: 29 Joined: November 25, 2004 ![]() |
Thanks, I'm quite a perfectionist too, guess I forgot about that. I hadn't really even payed attention to that because I needed it there to shorten the fall from the window, but I know what I can do to fix it. Actually I'm not even sure if I am going to keep the double decker, I just put it in there for now cus I need something there...
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Hobo Ninja |
Posted: March 24, 2005 10:16 pm
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![]() Last hope of Mankind ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 722 Joined: December 18, 2004 ![]() |
Howie call meh at my house or cell 340-8980 k? I will come over cuz we don't got school tommorow and fuck up....I mean fix and help what I can in the map....The bus isnt wide enough toozorz!@111#$@#$!!!!111!!1
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Howzer |
Posted: April 06, 2005 05:42 am
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Just another Survivor ![]() Group: Members Posts: 29 Joined: November 25, 2004 ![]() |
Just thought I'd let anyone who cared know that the map isn't dead. I've reworked quite a bit of stuff to save wpolys. The basic layout of the map is finished and I've been working on reducing r_speeds. The biggest change is probably that I drastically shortened the tall buildings. I've tried adding some lights and ladders, and now it takes forever to compile(I think it's the lights). I might put some screenies up but not much has changed. I'm just tweaking things to save r_speeds and messing with lighting to try and get it to work.
Edit: Well, with some new understandings of compiling programs, I've realised I've done some things in a very inefficient way, and it looks like I'm going to have to completely redo the map in order to get it to compile decently. This post has been edited by Howzer on April 06, 2005 07:53 pm |
Skullky |
Posted: April 08, 2005 12:43 pm
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![]() Zombie Hunter ![]() ![]() ![]() Group: Members Posts: 102 Joined: February 04, 2005 ![]() |
My advice to increase compiling times and to lower compile problems is the following;
Delete your fire escape stairs and adjust the platforms to fit a ladder, works much better. If you insist on keeping them func_wall the stairs so that they dont spend the compilers time with mindless rad and cut into other pollies. -------------------- ![]() |
Skullky |
Posted: April 08, 2005 12:44 pm
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![]() Zombie Hunter ![]() ![]() ![]() Group: Members Posts: 102 Joined: February 04, 2005 ![]() |
My advice to increase compiling times and to lower compile problems is the following;
Delete your fire escape stairs and adjust the platforms to fit a ladder, works much better. If you insist on keeping them func_wall the stairs so that they dont spend the compilers time with mindless rad and cut into other pollies. -------------------- ![]() |
Howzer |
Posted: April 08, 2005 07:18 pm
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Just another Survivor ![]() Group: Members Posts: 29 Joined: November 25, 2004 ![]() |
Eh, I've restarted the map. Same concept, but I changed the layout some more. I'm still working on it but so far the highest wpoly i've had is about 400, and thats staring from the very far corner of the map to the opposite corner, plus i don't have all my blockers in yet, so I am doing much better now. My biggest question is what is a good number for Epoly's. This really old tutorial i read said 900, and i was like, yeah right. In game with zombies and all I was breaking 20000(but then again I had a [poop]load of zombies in the street.
edit(4/8/05, 6:14pm central) I don't mean to brag, but this is going to be one sweet map when I am finished with it. The lighting already looks great, and the zombies I've put in so far come in masses and can be pretty creepy due to the darkness of the map. Once I finish with all the architecture/terrain I'm going to work on adding detailing(embellishments, decals, models, sprites). edit 4/9/05, 3:47pm central Ok I've gotten quite a bit done with the map and as soon as it finishes compiling i'll test it out and get some screenshots for the forums here. I'm not sure how much longer it is going to take, my vis has already been running for half an hour, so it should be done soon. This post has been edited by Howzer on April 09, 2005 09:48 pm |