Abstract Mappack 2008

Like such as the NIPPER
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NIPPER
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Re: Abstract Mappack 2008

Post by NIPPER » Sat Mar 29, 2008 5:58 pm

bl4nk wrote:Why not change the skin but use a different model name then?
You would have to be able to edit all the various model files for that to work.
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Re: Abstract Mappack 2008

Post by AMMO » Sun Mar 30, 2008 3:22 pm

T Spawn
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MrBlip
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Re: Abstract Mappack 2008

Post by MrBlip » Sun Mar 30, 2008 3:57 pm

WHAT THE BALLS WHY IS THAT FAN FLOATING IN THE SKY

WHAT'S WRONG WITH YOU
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Re: Abstract Mappack 2008

Post by AlphaKennyOne » Sun Mar 30, 2008 4:11 pm

Yeah, what the hell, man!? That's just down-right UNREALISTIC! You sicken me!
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Re: Abstract Mappack 2008

Post by Tuck » Sun Mar 30, 2008 5:28 pm

How/can you take an entity (such as a barrel) from DODS and put it in CSS?
yyyyyy
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Re: Abstract Mappack 2008

Post by HomicidalApe » Sun Mar 30, 2008 5:38 pm

Tuck wrote:How/can you take an entity (such as a barrel) from DODS and put it in CSS?
Using the program GCFScape, you can do just this. You just need to extract whatever model you want, and it's corresponding textures, and plop them into your css directory.

There's a link to GCFScape in the top sticky of this forum.
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Re: Abstract Mappack 2008

Post by Dr.Boo » Sun Mar 30, 2008 5:59 pm

AMMO, that looks cool but you should add some more models or brushwork to the grass. Now it's a bit empty. And the skybox doesn't tile at all but that's not hard to fix.
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Re: Abstract Mappack 2008

Post by AMMO » Sun Mar 30, 2008 6:13 pm

lol at blip and alpha

thanks for the suggestions boo :)
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Re: Abstract Mappack 2008

Post by bl4nk » Sun Mar 30, 2008 6:31 pm

AMMO wrote:T Spawn
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I don't like how all of your cliffs end in a sharp edge like that. Have them all come out at different places or curl over or something. Also add a bit of foliage around that area. Some purple/bright orange grass would be cool.
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Re: Abstract Mappack 2008

Post by MrBlip » Sun Mar 30, 2008 8:14 pm

NIPPER wrote:subdivide
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Re: Abstract Mappack 2008

Post by AlphaKennyOne » Mon Mar 31, 2008 2:24 pm

Just compiled beta2 of de_absurdity yesterday, and aside from quite the laundry list of problems to fix, one thing I know for sure is really gonna get me is the sounds!

Source is very peculiar about how it decides on sound volumes, despite what the radius looks like in Hammer. One sound in particular I can hear from VERY far away from its location, despite the radius being much smaller. In order to remedy this, the sounds radiuses would have to be smaller still, but then some people *cough* would say the sounds are a little too quiet. :P

Looks like there's fun times ahead for me!
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Re: Abstract Mappack 2008

Post by AMMO » Mon Mar 31, 2008 3:01 pm

I'm having the exact same problem with sounds
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Re: Abstract Mappack 2008

Post by NIPPER » Mon Mar 31, 2008 3:10 pm

If you can't hear it from your speakers without turning them up higher than normal, then the sound is too quiet for most people. It's up to you to decide where you want the sounds to be heard at maximum volume.
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Re: Abstract Mappack 2008

Post by AlphaKennyOne » Mon Mar 31, 2008 3:42 pm

Yeah, most of my sounds are okay, but two in particular seem to be amplified beyond belief. Plus, since my computer lacks speakers, i'm limited only to headphones. That may or may not be the big difference.
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Re: Abstract Mappack 2008

Post by HomicidalApe » Mon Mar 31, 2008 4:12 pm

If you dare, make your own soundscape. Sounds wouldn't exactly radiate from a point, but you could make it so when you enter room A, music A fades in. I thought about implementing a soundscape into abstractplane, but then I decided people might become annoyed because they can't run away from the sounds. I prefer ambient_generics for music in a cs map for now. But yeah, source is really weird with them. I expanded the radii so they overlapped in abstractplane, which I personally didn't care about, but it would be nice if they had two radii, one for maximum hearing distance, another for how close you must be to hear the sound at max volume.
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