Yup, battlecow did know what he was doing, and now that you say it, it does remind me of that as well, same kind of lighting, same feeling, yup, hoping this will be more of a abandoned beach resort, than docks though (since that's what the map title says ). ut_docks was right up there among my favorite UrT maps, right up there with ut_swim...Kurupt wrote:Looking nice! It kinda reminds me of ut_docks, which I always enjoyed playing on public servers some years ago
Beach - [PREVIEW]
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Hmm, what kind of odd angles do you have? Can't you have a single large brush for the water? I don't see why making the water transparent would make any difference.. Aren't HOM effects result of a leak? I know there are several AQ2 maps that features them, but I have never had the problem so I can't really give you a solution...NRGizeR wrote: ...but if I do, I have several HOM effects under water, I would estimate that there are three or four leaf nodes that get fucked up if I make the water non-transparent. Anyone seen this before? Anyone know how to fix it? My guess is that it's because of my many odd angles that I have under water (in all of the xyz planes...).
I meant to say the lightning was suiting... nothing else. I guess my sentence was a bit incomplete in my previous post. It was a bit late...or something.. :p The env map is great. Love it!
I have one water brush, I have odd angles in all of the brushes used as the seafloor, and the stone walls.WizardExt wrote:Hmm, what kind of odd angles do you have? Can't you have a single large brush for the water? I don't see why making the water transparent would make any difference.. Aren't HOM effects result of a leak?
HOM effects are caused by bad VIS portals, which makes the leaf nodes convex, which in turn causes the VIS calculations made by Q2 go mad. The reason they get changed if I turn the water into non-transparent water is that non-transparent water is a VIS blocker while transparent is not. That's why I would like to turn it into non-transparent, so that I could effectively shut out all the polygons generated from the seafloor. However, when I do this, some of the portals that should be generated at the waterlevel, is not, so that the node extends both over and under the water surface, which causes HOM effects. (since you shouldn't be able to see over water when under the surface and the other way around). The problem is that I have no idea what is causing these portals to be left out, I've tried hint brushes, replacing brushes etc, but I haven't gotten it to work yet. Just thought I would ask in case any of you have had this problem as well
hehe, you're sure its not late now? I was quoting Beavis in my last postWizardExt wrote:I meant to say the lightning was suiting... nothing else. I guess my sentence was a bit incomplete in my previous post. It was a bit late...or something.. :p The env map is great. Love it!
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I've had similar troubles when I creating terrain. I just tried to delete sections of my map piece by piece to localize where the problem was, then rebuild that part in a different way.
Oh BTW havey you guys seen Quark's latest release which was released a couple of weeks ago?
http://dynamic.gamespy.com/~quark/
Fully packed with the new Terrain Generator Texture Applicator & Dialog Box
Oh BTW havey you guys seen Quark's latest release which was released a couple of weeks ago?
http://dynamic.gamespy.com/~quark/
Fully packed with the new Terrain Generator Texture Applicator & Dialog Box
I like to play games, not watch them
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- tried to put the pin back in
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I don't really know how to solve the HOM effects.. I have only experienced it through leaks. Maybe try to devide the flaw brushes into triangles..?
Yea, I know you did. But Beavis seems to agree with something I never said...NRGizeR wrote:hehe, you're sure its not late now? I was quoting Beavis in my last post
Already tried that, doesn't work... I can't seem to force a horizontal VIS portal whatever I've tried... oh well... I've scrapped that idea now anyway... use transparent water, and r_speeds of sub 2000suds wrote:or make a horizontal vis cut through the water at the same height as the highest angle brush under the water, same as making 2 water brushes really