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hunter |
Posted: February 19, 2008 07:09 pm
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![]() Fantasma Cazador ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Old BB:S Betatesters Posts: 3702 Joined: December 08, 2004 ![]() |
The road curbs are a bit menacing as in it mite require a jump to go up a curb try down size em
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Neiko |
Posted: February 20, 2008 12:38 am
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![]() Uberzernichter ![]() ![]() ![]() ![]() ![]() ![]() Group: BB:S Team Posts: 905 Joined: January 17, 2006 ![]() |
Nope. I was aware of that when I made it =p, they are low enough to walk over em =). Oh and rosend, http://twhl.co.za/tutorial.php?id=104 http://twhl.co.za/tutorial.php?id=80 If either of em help =x. edit- About 30 minutes of work =o ![]() This post has been edited by Neiko on February 20, 2008 01:43 am -------------------- |
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rosend1990 |
Posted: February 20, 2008 05:42 am
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![]() Zombie Hunter ![]() ![]() ![]() Group: Members Posts: 156 Joined: February 24, 2006 ![]() |
Very nice ![]() I suggest you should make some of the street lights flicker on and off and some rainy environment. Spirit 1.7 engine has rain and storm effects, but im using Spirit 1.4 ![]() ![]() ![]() ![]() ![]() This post has been edited by rosend1990 on February 20, 2008 05:43 am -------------------- ![]() Hidden somewhere in the depths of Ironoak Sewers. |
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iliketoblowzombieheadsoff |
Posted: February 20, 2008 06:27 am
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![]() Ratatatatatatatatatatatattatatt ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4896 Joined: May 26, 2006 ![]() |
Freakin' noice, Neiko.
Now I hope I don't sound like an ass to you Neiko, to prevent flaming..... but could you make your buildings a little taller? Like, real-life skyscraper taller.... or not. Just something close to that. So you could feel the city feel of it... well for me that is. Oh and consider my request when you're going to make like a real nice city map. -------------------- Current game(s): Uh uh not updatin' this no mo
Looking forward to: Some shit Name Shortcut: Zombie, Isit, Bob(not recommended) |
Neiko |
Posted: February 20, 2008 01:56 pm
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![]() Uberzernichter ![]() ![]() ![]() ![]() ![]() ![]() Group: BB:S Team Posts: 905 Joined: January 17, 2006 ![]() |
Yeah, except the fact that that texture isn't a skyscraper and just a house >_<.
And the light does flicker, you just can't see it with a screen shot =x.
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rosend1990 |
Posted: February 20, 2008 02:40 pm
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![]() Zombie Hunter ![]() ![]() ![]() Group: Members Posts: 156 Joined: February 24, 2006 ![]() |
![]() -------------------- ![]() Hidden somewhere in the depths of Ironoak Sewers. |
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hunter |
Posted: February 20, 2008 07:00 pm
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![]() Fantasma Cazador ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Old BB:S Betatesters Posts: 3702 Joined: December 08, 2004 ![]() |
When you look at a real life street light they go to the edge of the pavement they are right up to the building how about moving them closer to the road and scaling down? Also whats with the bushes? Is that a real opening there? Im not trying to be a picky nob ed just telling you what will make it perfect. This makes me want to get back into mapping and i wasnt that bad back then. If i create another building or section of city would you want to combine the two?
Heres some of my very past projects, ![]() ![]() It was quite basic and was to see what i could do. I was planning on getting that machine gun working but i found out how hard it is to do lol. This post has been edited by hunter on February 20, 2008 07:11 pm -------------------- ![]() |
Vox_Bloodstone |
Posted: February 20, 2008 11:29 pm
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![]() Zombie Hunter ![]() ![]() ![]() Group: Members Posts: 166 Joined: April 09, 2007 ![]() |
dude please don't use the flat tree's & bush's, it just looks bad use models instead ![]() btw i've played around with someone the weapon models to work with this so... Axe - 100% AK47 - 18% USP - 68% M16(M4) - 26% 44sw(ragging bull) 96% MP5_10 - 24% ill post again when i've got 3 of the gunns working, ros give me a copy of the alpha so i can test tooo please! ![]() EDIT: also am trying to figure out how mapping works too, so i can map for this as well as rigg and convert ![]() and i've been abit distracted by Oblivion recently so am tryin to play that and do stuff for bb at the same time lolz This post has been edited by Vox_Bloodstone on February 20, 2008 11:32 pm -------------------- ![]() |
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Neiko |
Posted: February 21, 2008 12:21 am
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![]() Uberzernichter ![]() ![]() ![]() ![]() ![]() ![]() Group: BB:S Team Posts: 905 Joined: January 17, 2006 ![]() |
I wasn't sure where they light went to, but I just guessed. And I scaled it with the building. It's a big city, no? Big cities get big lights. And that's a real opening, but it's hidden by bushes =). That's why the bushes are there, to kinda give the feeling of abandonment, and sorta hide some extra stuff. And it's possible to combine our cities. But... I think it would be more hassle than it's worth to have our cities combine, rather than make two cities. (I make one you make one) This post has been edited by Neiko on February 21, 2008 12:22 am -------------------- |
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hunter |
Posted: February 21, 2008 06:41 pm
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![]() Fantasma Cazador ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Old BB:S Betatesters Posts: 3702 Joined: December 08, 2004 ![]() |
I tried my hand in mapping again its harder then i remember and i dont know if i can be bothered with it lol.
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hunter |
Posted: February 21, 2008 06:49 pm
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![]() Fantasma Cazador ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Old BB:S Betatesters Posts: 3702 Joined: December 08, 2004 ![]() |
Whats a right height for a ceiling so it doesnt look rediculousy big or small just like a standard height?
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SDWBOSS |
Posted: February 21, 2008 09:22 pm
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![]() Elite zombie Butcher ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Old BB:S Betatesters Posts: 1407 Joined: June 30, 2006 ![]() |
Depends on what you are trying to create. Nothing like a low-ceiling, not too wide hallway with 100+ zombies stacked up facing away from you
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Neiko |
Posted: February 21, 2008 11:52 pm
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![]() Uberzernichter ![]() ![]() ![]() ![]() ![]() ![]() Group: BB:S Team Posts: 905 Joined: January 17, 2006 ![]() |
You don't want it to be right above their heads, makes them want to think they need to crouch. So, a couple of units above player height. -------------------- |
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Vox_Bloodstone |
Posted: February 23, 2008 09:06 pm
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![]() Zombie Hunter ![]() ![]() ![]() Group: Members Posts: 166 Joined: April 09, 2007 ![]() |
Hey guy's any more progress on maps? ros?
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rosend1990 |
Posted: February 24, 2008 07:42 am
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![]() Zombie Hunter ![]() ![]() ![]() Group: Members Posts: 156 Joined: February 24, 2006 ![]() |
The Results is... CODING: Weapons 89% Player behavior 78% NPC behavior 91% Player Item Removal 41% MAPS: Sorry too buy coding... ![]() -------------------- ![]() Hidden somewhere in the depths of Ironoak Sewers. |
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