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
I'm sure lol. I'm not claiming it's a record breaker :)
I'll Do It :)
#8801 posted by RickyT33 on 2012/11/27 19:43:20
Send me the bsp when you are ready :)
Necros...
#8802 posted by JPL on 2012/11/27 21:22:16
I wish I could... really... but I can't anymore for some reasons...
... and I am not sure I'll be back on mapping before a long time :(
ZQF
#8803 posted by Tronyn on 2012/11/27 22:53:53
24 hours? That's nothing!
I had a map that the beta took 300, and thanks to some suggestions the next version was down to 240, only 10x your vis time! but, vis crashed twice, so first I wasted 200+ hours, then I wasted 160+ hours, and fiinnnally it completed a 240 hour run.
I'm almost angry reading your post. lol :)
JPL
#8804 posted by necros on 2012/11/27 23:14:33
Huh? I was just saying you have had much much longer vis sessions than 1 day. :)
damn tronyn, what kind of CPU was that compiling on? :/
Heh
#8806 posted by Tronyn on 2012/11/28 02:51:31
a 3.4 ghz processor with 8 gigs of ram. heh.
still, compared to back in the day, vising and compilation is a lot better.
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