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Like such as the NIPPER
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mRgRiM
- Posts: 3094
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- Location: 612 Wharf Ave.
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by mRgRiM » Tue Feb 06, 2007 6:46 pm
HomicidalApe wrote:Mr. Gr¦m, I suppose we need a new logo that we all shall put in our maps
. Anyone can give a shot at that though, not just mr. Gr¦m. :P
NO, I wanna do it!
It has to be the same style.
I might pitch in a map, but I don't know.
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AlphaKennyOne
- Posts: 1142
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by AlphaKennyOne » Tue Feb 06, 2007 8:14 pm
I'm so fuckin' in on this one!
There used to be a signature here, but it's gone now.
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Deski
- Posts: 1082
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by Deski » Tue Feb 06, 2007 8:49 pm
i tryed installing a GMOD model but no luck. everytime i tryed to put it into hammer, it would crash.
Can anyone unpak the HUMVEE, Abrams, and Bradley Model from <a href=
http://www.fpsbanana.com/maps/19322>this</a> map for me?
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mRgRiM
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- Location: 612 Wharf Ave.
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by mRgRiM » Tue Feb 06, 2007 9:17 pm
So,
The .j2 Abstract Map Pack is the final name for it? Or what?
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mRgRiM
- Posts: 3094
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by mRgRiM » Tue Feb 06, 2007 9:59 pm
Do you want to go with that, or do I try again.
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ayeyah
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by ayeyah » Tue Feb 06, 2007 10:54 pm
Ahahaha that's hilariously awesome. Maybe mess with the font a little more?
As for me? God damn I'm lazy.
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Cc_Hairy
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by Cc_Hairy » Tue Feb 06, 2007 11:17 pm
I used to be pretty good with CAD, I will try some modeling again.
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mRgRiM
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by mRgRiM » Tue Feb 06, 2007 11:28 pm
Btw, if our maps have to end in HHH, I call UUHHH.
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NIPPER
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by NIPPER » Tue Feb 06, 2007 11:31 pm
They don't.
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Dr.Boo
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by Dr.Boo » Wed Feb 07, 2007 7:45 am
I like the logo. But I would take a more "neutral" color instead of the dark red part.
Just a quick question here: when you place and build a cubemap in a certain room, will it reduce lag? I'm asking because in the first screenshot I posted, there is some lag, while it's not that full. But I haven't placed and built a cubemap there yet.
joe wrote:what's it like, being stupid? try to describe it for us please
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HomicidalApe
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by HomicidalApe » Wed Feb 07, 2007 9:30 am
Dr.Boo wrote:I like the logo. But I would take a more "neutral" color instead of the dark red part.
Just a quick question here: when you place and build a cubemap in a certain room, will it reduce lag? I'm asking because in the first screenshot I posted, there is some lag, while it's not that full. But I haven't placed and built a cubemap there yet.
no it won't. I could even argue that not using cubemaps is easier on the engine because it just uses one default cubemap for everything. But either way, no it won't help.
"it's basically valve's fault." - Joe
"I have a very predictable pattern here: I make smarmy comments and call people on bullshit. If you start an asinine argument with me, I will not back down." - Hellboy
"the reign of hellboy has seen unprecedented prosperity! viva la hellboy! - Joe
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Jason
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by Jason » Wed Feb 07, 2007 11:39 am
Just dont test this for like 10-14 days so I can have my new computer all set up with steam installed k.
D:<
MindFlayer wrote:THIS IS THE FUCKING MAN'S THREAD, NO ONE ASKED ABOUT YOUR GODDAMN LABIA.
a1dan wrote:I came here for the gay sex and all I got was gay sax.
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Dr.Boo
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by Dr.Boo » Wed Feb 07, 2007 12:43 pm
HomicidalApe wrote:Dr.Boo wrote:I like the logo. But I would take a more "neutral" color instead of the dark red part.
Just a quick question here: when you place and build a cubemap in a certain room, will it reduce lag? I'm asking because in the first screenshot I posted, there is some lag, while it's not that full. But I haven't placed and built a cubemap there yet.
no it won't. I could even argue that not using cubemaps is easier on the engine because it just uses one default cubemap for everything. But either way, no it won't help.
Now that's annoying... maybe I should remove the cattails. I really wonder why the fukk that part is lagging. I made much more complex rooms in de_xmas_hotel, and they didn't lag.
joe wrote:what's it like, being stupid? try to describe it for us please
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ayeyah
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by ayeyah » Thu Feb 08, 2007 2:20 am
mat_wireframe 3 (or was it 2?), and walk around and check your VIS.
If it's a central or main part of the map, chances are it lags cause from there, VIS can see most other parts of the map. If that's the case, hint brushes might help. Conversely, your xmas map had no outdoor environment, and was a series of snaky hallways and rooms, right? Snaky maps = less of the map visible from any one point. So it's not the detail in any given area (though it might be), but mainly how much of the map is visible to the engine from that area.
In any case, I guarantee you, sprite or prop cattails won't lag you nearly as much as inefficient layout or brushwork.
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AlphaKennyOne
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by AlphaKennyOne » Sat Feb 10, 2007 4:10 pm
I know the maps don't have to end in "hhh" but I couldn't help it. I'm naming my map "yeayuhhh" because the "yeayuh" sound is probably my favorite one. So you can expect to hear it someplace.
There used to be a signature here, but it's gone now.