 Fern
#8775 posted by Drew on 2012/11/17 17:21:19
Looks very nice!
I say wait until mission 2 is done!
 Kinn
#8776 posted by Drew on 2012/11/17 17:21:40
You still working on that episode?
 Drew
#8777 posted by Kinn on 2012/11/18 19:21:04
Damn, I was dreading someone bringing that up. I'll be honest - it has been on hiatus since last June or so - reason is, I'm so busy with work right now, that I just can't find the time.
In fact I'm so ludicrously, cartoonishly overworked that I can barely find the time to eat and sleep, and in fact the only thing keeping me from poopsocking at my desk is my convenient proximity to the bathroom.
My promise that I'll finish it still stands, but I have no idea when that will be now. Yep, I'm afraid it's one of "those" projects :{
#8778 posted by [Kona] on 2012/11/19 11:39:31
I know the feeling Kinn. What type of work do you do?
#8779 posted by [Kona] on 2012/11/19 11:39:31
I know the feeling Kinn. What type of work do you do?
 Kona
#8780 posted by Kinn on 2012/11/19 23:12:31
I make those 'orrible murder simulators that you read about in the Daily Mail and stuff.
 Fucking Heretic
#8781 posted by nitin on 2012/11/20 10:51:47
burn!
 Nice
#8783 posted by Tronyn on 2012/11/25 02:07:07
first shot in particular looks epic!
 Woah
#8784 posted by Fern on 2012/11/25 03:59:42
shots 1 and 3 look terrific. 2 and 4 look a little over-weird and boxy but still good work on all.
 Awesome
#8785 posted by Drew on 2012/11/25 15:14:36
looks VERY ambitious. Thought this had died, glad it's still in progress!
 ZQF
#8786 posted by RickyT33 on 2012/11/25 16:51:35
Are you using WC?
If you are, the squiffy textures on the fourth shot can be fixed by selecting the face in texture mode, and clicking the button in the texture tool-bar that says 'to face', then re-align ;)
I Hadn't even recognised this map at first, it looks great!
 Ricky
#8787 posted by negke on 2012/11/25 19:14:20
This may work in WC (or are you even talking about Hammer?) and its own map format, but after running QBSP it'll still like in the screenshot.
ta for comments chaps. When I've fixed some trigger and clipping issues anyone interested in testing it?
 Yup
 Negke
#8790 posted by RickyT33 on 2012/11/25 22:12:46
Not true. Aguire's QBSP has support for Valve 220 format and the 'align to face' feature works in conjunction with it. Sorry, just saying :P
 Interested
#8791 posted by Fern on 2012/11/25 22:13:35
nt
 Interested!
#8792 posted by Drew on 2012/11/26 20:33:37
Cool, hope you got powerful pcs cause it'll be fast-vis'd :E
 Nope!
#8794 posted by RickyT33 on 2012/11/26 21:45:44
Not allowed. Vis that fucker, don't be all soft.
I ain't melting my laptop for that :p
 You Guys...
#8796 posted by Fern on 2012/11/27 02:52:09
Old software engines like winwarp load super complex unvised limit-breaking maps with no trouble whatsoever and play blazingly fast even on my low-spec PC - arwop, ne_ruins, apsp3, catatonic, unvised dom3m1, you name it. For me, speed issues only come into play when using modern opelGL engines like Fitz, spasm, and RMQ. So the worst case scenario is I play it without fog or colored lights and send you old-protocol demos.
 Zqf
#8797 posted by nitin on 2012/11/27 07:35:25
surely someone else can help you with vis.
If someone is up for it sure. But it's not finished and the last full compile I did it didn't have nearly as much detail and took over 24hrs.
But this was on an old CPU so I dunno :p
#8799 posted by necros on 2012/11/27 18:09:40
Haha, only 24 hrs? I"m sure jpl can regale you with tales of vising sessions. :P
|