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 Post subject: Re: ut4_de_train
PostPosted: 10.02.09 
just straight out of irc:

Quote:
23:23.06       stv``: NulL`since you already know the map, have you any special advice for me?
23:23.38       @NulL`: for whcih map?
23:23.42       stv``: train
23:24.07       @NulL`: ut_train or train_gamma3 ?
23:24.21       stv``: gamma3
23:25.03       @NulL`: the scale is way off
23:25.19       @NulL`: texturing is pretty bad
23:26.08       stv``: (i learned mapping with it, i have never done anything before it for whatever that is worth)
23:26.08       @NulL`: i mean theres blue bathroom tiles in the covered train yard area
23:26.23       @NulL`: theres little to no detail in the map
23:26.26       stv``: haha yeah
23:26.29       @NulL`: this isnt 1998 anymore
23:27.04       @NulL`: the lighting is terrable, its too bright everywhere
23:27.29       stv``: true, but earlier versions were too dark
23:27.31       stv``: ^^
23:28.57       @NulL`: the inside is the worst
23:29.18       [T]BludShoT: stv is gamma3 the most up to date version?
23:29.23       stv``: did i fuck up the scale altoghether? or are specific parts worse than others
23:29.24       @NulL`: you should get rid of all the textures
23:29.30       @NulL`: and use some decent ones
23:29.45       @NulL`: they look like they came from beta 1 or 2
23:30.06       stv``: means i should go out and make my own?
23:30.29       @NulL`: if you have to, or find a good texture set
23:31.31       stv``: textures are long not done... didnt put too much time into it. by now i am happy that i can compile maps without errors ;)
23:32.12       @NulL`: does the map exist in css? you should try and base this map on that
23:32.18       @NulL`: for details and quality etc
23:32.31       stv``: got to get the css stuff^^
23:33.11       @NulL`: or look at screenshots & videos
23:34.09       slackin: anyone interested in putting the test map for ut4_imperial_new on there server please send me an email at slackin@att.blackberry.net ill be pk3'ing it up in a couple hours, just a beta to get feed back from you peeps to make it a better map, but i has spawns for ts/ctf and flags now, vis is much better now and couple other small things have been done to help gameplay, so hit me up!
23:35.08       stv``: NulL` i am still mostly busy with geometry... so any further stuff on scaling?
23:35.35       @NulL`: wander round with cg_thirdperson 1
23:35.59       stv``: i.e. especially the added doors
23:35.59       @NulL`: the players head is at the same height as you door handles
23:36.17       @NulL`: tbh, you'd be better off without the doors
23:36.44       @NulL`: the huge glass windows are weird too
23:37.24       stv``: yep, i though about removing all doors and exchanging these with func_walls
23:38.13       stv``: and change the glass windows to something proper, as well as the added upper rooms, which will be closed for future bomb anyway
23:39.50       @NulL`: oh and change those crates
23:39.57       @NulL`: they've been used to death
23:40.10       stv``: only exception could be the window with the door, i added it only test-wise, to see how bomb plays with and without the window
23:41.05       stv``: true, but as said, texturing did not get too much attention. i still hang with VIS



 


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 Post subject: Re: ut4_de_train
PostPosted: 10.06.09 
Offline
posted some :)
User avatar

Joined: 08.29.09
Posts: 66
Location: Hanau, Hessen, Germany
HumppaLakki wrote:
SvaRoX wrote:
AimMe wrote:
I'd like to test CAH on train!

I'm in too

lets test it!!

where??? i dont know where... is it in train gamma6??? :?:
i saw it on the first page at the bottom to download :D
then lets play!!! (if i know where :lol: *g*)

_________________
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 Post subject: Re: ut4_train
PostPosted: 10.26.09 
Attachment:
wheelsss.jpg


<3


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 Post subject: Re: ut4_train
PostPosted: 10.26.09 
that should the wheels look like, except for front texture of course. ^^
Attachment:
newwheeels.jpg

and while you are at it.... in the following pic there is a corner lacking, when loading up original train, you will see right what i mean. qwerty you mind fixing it? ;>
Attachment:
missing corner....jpg


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 Post subject: Re: ut4_train
PostPosted: 10.26.09 
Attachment:
train215_newwheels.zip

*ding ding ding*

hf


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 Post subject: Re: ut4_train
PostPosted: 10.27.09 
Attachment:
edge_fence_uppertrainyard.jpg



does it look like that?


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 Post subject: Re: ut4_train
PostPosted: 10.27.09 
Offline
/connect

Joined: 10.25.09
Posts: 3
check this out


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 Post subject: Re: ut4_train
PostPosted: 10.28.09 
Offline
Godlike
User avatar

Joined: 09.01.08
Posts: 1604
-----tdm:  
nick: Make.Them.Fluffy
skill: 986.209
kills: 1115
deaths: 1030
ratio: 1.08
-----bomb:  
nick: Make.Them.Fluffy
skill: 825.312
kills: 2105
deaths: 2476
ratio: 0.85
looks a little bit dark. But we will see during gameplay

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 Post subject: Re: ut4_train
PostPosted: 10.28.09 
Offline
posted some :)
User avatar

Joined: 08.29.09
Posts: 66
Location: Hanau, Hessen, Germany
the new railrolls are great, a good tex. in www it really gives better tex, but that drops fps :D when i have my new GeForceXXXX my fps wont more drop in all the maps i hope ;)

_________________
Call me V



 


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 Post subject: Re: ut4_train
PostPosted: 10.28.09 
Offline
Godlike
User avatar

Joined: 10.14.08
Posts: 2006
Location: rooftops
-----tdm:  
nick: [dswp]ucf
skill: 472.479
kills: 532
deaths: 332
ratio: 1.60
HumppaLakki wrote:
looks a little bit dark. But we will see during gameplay

the original train was super dark ;)

_________________
"Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live."
- Martin Golding



 


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