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> Its your choice for Brainbread 1.2
hunter
Posted: February 19, 2008 07:09 pm
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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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QUOTE (hunter @ February 19, 2008 12:09 pm)
The road curbs are a bit menacing as in it mite require a jump to go up a curb try down size em

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
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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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QUOTE (Neiko @ February 20, 2008 07:38 am)
QUOTE (hunter @ February 19, 2008 12:09 pm)
The road curbs are a bit menacing as in it mite require a jump to go up a curb try down size em

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
user posted image

Very nice smile.gif .

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 sad.gif . Luckily the rain effects still woiks biggrin.gif in spirit 1.4 smile.gif smile.gif smile.gif

This post has been edited by rosend1990 on February 20, 2008 05:43 am


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iliketoblowzombieheadsoff
Posted: February 20, 2008 06:27 am
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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.


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Neiko
Posted: February 20, 2008 01:56 pm
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QUOTE (iliketoblowzombieheadsoff @ February 19, 2008 11:27 pm)
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.

Yeah, except the fact that that texture isn't a skyscraper and just a house >_<.

QUOTE
Very nice smile.gif .

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 sad.gif . Luckily the rain effects still woiks biggrin.gif  in spirit 1.4 smile.gif  smile.gif  smile.gif
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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QUOTE (Neiko @ February 20, 2008 08:56 pm)
QUOTE (iliketoblowzombieheadsoff @ February 19, 2008 11:27 pm)
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.

Yeah, except the fact that that texture isn't a skyscraper and just a house >_<.

QUOTE
Very nice smile.gif .

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 sad.gif . Luckily the rain effects still woiks biggrin.gif  in spirit 1.4 smile.gif  smile.gif  smile.gif
And the light does flicker, you just can't see it with a screen shot =x.

biggrin.gif Ha-ha-ha! I should have know...


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hunter
Posted: February 20, 2008 07:00 pm
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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,

user posted image

user posted image

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


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Vox_Bloodstone
Posted: February 20, 2008 11:29 pm
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QUOTE (hunter @ February 20, 2008 07:00 pm)
Heres some of my very past projects,

user posted image

user posted image

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.

dude please don't use the flat tree's & bush's, it just looks bad use models instead smile.gif

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! sad.gif

EDIT:

also am trying to figure out how mapping works too, so i can map for this as well as rigg and convert smile.gif

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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QUOTE (hunter @ February 20, 2008 12:00 pm)
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?

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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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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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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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 smile.gif


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Neiko
Posted: February 21, 2008 11:52 pm
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QUOTE (hunter @ February 21, 2008 11:49 am)
Whats a right height for a ceiling so it doesnt look rediculousy big or small just like a standard height?

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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Hey guy's any more progress on maps? ros? smile.gif


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rosend1990
Posted: February 24, 2008 07:42 am
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QUOTE (Vox_Bloodstone @ February 24, 2008 04:06 am)
Hey guy's any more progress on maps? ros? smile.gif

The Results is...

CODING:
Weapons 89%
Player behavior 78%
NPC behavior 91%
Player Item Removal 41%

MAPS:
Sorry too buy coding... smile.gif


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