Pew Pew
#13070 posted by
DaZ on 2016/01/12 00:11:09
red lighting is a bit over the top, I would dial it back a bit!
Glad you worked out the fence texture stuff!
Also not too keen on the rock texture used but that is personal preference I suppose. I think something with less green in it might work better? Hard to say.
Add a white light to the front of the teleporters so the skill text is more readable.
Changed Rock Texture For Something More Fitting
#13071 posted by
aDaya on 2016/01/12 00:51:57
Yeah
#13073 posted by mfx on 2016/01/12 01:19:55
that looks good. Be careful with saturating lights like this, especially when those lights share the same room.
I know we all have different taste in what it "should" look like, but on the other hand most here would agree on "what it shouldn't look like".
Right?
#13076 posted by
- on 2016/01/12 03:33:14
...and from the archives....
https://www.youtube.com/watch?v=8KK7qwyi9mY
that was my testmap for the stupid coffins no one saw in necrokeep... originally the monsters spawned below the ground and rode them up, but they broke in the real map so they just spawn above ground but since no one even sees the coffins explode out of the ground it doesn't matter!
#13077 posted by
- on 2016/01/12 03:43:02
...more from the archives...
https://www.youtube.com/watch?v=QmsfYn1jF_I
when the nailgun used to be in the center of necrokeep, and did the e3m2 thing... couldn't ever get it looking right and I ended up moving the NG anyway so it wasn't easily missed.
Almost Done Here, The Nightmare Secret Still Needs To Be Done
#13078 posted by
aDaya on 2016/01/12 10:47:39
http://image.noelshack.com/fichiers/2016/02/1452591659-razenkrauft20160112103624-00.jpg
http://image.noelshack.com/fichiers/2016/02/1452591659-razenkrauft20160112103630-00.jpg
Though I gotta ask, what's the ambient entity for that "bzzzz" sound effect used for emulating electric lamps? ambient_light_buzz doesn't produce a single sound. Also, I looked at the original start sourcemap to see how to go to the next line for a message, I tried /n as shown but this doesn't work. What gives?
Oh, That Was It, I'm Always Confused Between / And \
#13080 posted by
aDaya on 2016/01/12 11:04:36
Still, what about the ambient sound?
#13081 posted by
- on 2016/01/12 13:01:52
...there's ambient_flouro_buzz and ambient_light_buzz as the total entirety of ambient sounds with the word 'buzz' in them... I let you go ahead and experiment and discover which one is the buzz you want.
(also, ambient_light_buzz DOES work, it's just a low constant hummmm of a light, hard to notice if you have music on)
#13082 posted by
Zwiffle on 2016/01/12 13:30:49
That coffin thing was cool.
W00t
#13083 posted by
DaZ on 2016/01/12 14:03:04
letting mappers build their own rubble props for breakables is such a great feature. You could go really nuts with it and unique breakable rubble for everything :o
#13083
#13084 posted by
Kinn on 2016/01/12 14:13:31
Lol read my mind was about to post much the same thing. external bsp model breakage is one of those "holy shit that's awesome how did no-one think of that before" things :)
Quoth 2 had this feature in 2008.
Remember
#13086 posted by
ijed on 2016/01/12 18:27:11
Anything that references a progs and also ref a bsp - we had this back in the day as well. Only real problem is setting the size of the pieces. You can either leave them as points or try and guess.
#13087 posted by
Lunaran on 2016/01/12 18:32:49
You could go really nuts with it and unique breakable rubble for everything
The end result would certainly be cool but I'd rather take a nap in the garage with the car running
#13089 posted by
Lunaran on 2016/01/12 22:14:10
Even if you automated it by writing the generation of breakable bsp models right into the compiler, so that each piece can take roughly the average lighting of the area where it will be used, it would simply make the way they spin in that wacky not-quite-physics way all the more glaring instead.
I'm very okay with tossing a big handful of small, generic .mdl material 'gibs' and calling it a day.
#13090 posted by
Kinn on 2016/01/12 22:31:31
I kind of assumed the furthest anyone would want to go with it would be reusable gibs that match the texture of the object (which is what AD did anyway) not unique gibs for every single object.
Daya
#13091 posted by kditd on 2016/01/15 22:18:51
#13078
that centerprint in your last screenshot seems redundant since from the screenie it appears obvious that you're supposed to use the door with the massive red lights on top.
I Meant It More As A Way To Tell The Player There's Something Else
#13092 posted by
aDaya on 2016/01/15 22:36:18
As there's a teleporter just behind that brings him back to the skill room
#13094 posted by
- on 2016/01/21 03:56:07
I'm not sure if that's an failed attempt at making an opengl sierpinski triangle, or sadism.bsp with a corrupt graphics card