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Post by RG on Mar 3, 2007 21:11:35 GMT -5
Those screens are looking good! Looks like it's time for Prowler to update our 'screenshot of the week', or whatever it is, on the main page. ;D
Nice work, ultra tree 85...!
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Post by [TBN]oak man on Mar 4, 2007 13:52:49 GMT -5
Looks Nice
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Post by ultra tree 85! on Mar 13, 2007 20:05:02 GMT -5
Thanks for the comments. I have an updated screenshot of the area with the road intersection. I put in a particle effect behind the car model so that it looks like there are fumes coming from the tailpipe. I also put in a spinning fan on the side of one of the buildings using the rotor entity. Another addition is the green light hanging over the road. gallery.filefront.com/ultratree85//477441/
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Post by RG on Mar 14, 2007 6:32:30 GMT -5
Looking good there, UT. Especially that car exhaust. Just wondering if you checked out my traffic light I included in the pre-fab tut? I like your shaders better. Keep up the good work and keep posting updates when you can.
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Post by prowler4 on Mar 14, 2007 21:37:20 GMT -5
Looks great pal!!!!!! Keep up the good work. Hey congrats RG. you arrived at post 200.
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Post by ultra tree 85! on Mar 15, 2007 14:35:11 GMT -5
Thanks again for the comments. Just wondering if you checked out my traffic light I included in the pre-fab tut? I like your shaders better. Actually, I haven't seen your traffic light. I'll go check it out now.
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Post by ultra tree 85! on Mar 15, 2007 17:29:34 GMT -5
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Post by RG on Mar 15, 2007 22:13:35 GMT -5
Nice. I like the light effects.
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Post by ultra tree 85! on Mar 17, 2007 15:41:27 GMT -5
I just spent a few hours working on the map today, and I made the bridge longer and put in more enemies. I also fixed some of the camera angles, so that the player will be able to see better. Map size update: 707kb I have one question about making fences: How would I set up a thin fence texture around an area? Would a tripatch be the best way?
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Post by RG on Mar 18, 2007 8:39:39 GMT -5
Sorry to say I haven't tried that yet. I would experiment with both, thin brushes and patches, to see which one would work better for your circumstance. Sorry I can't help more, but please let us know what you discover.
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Post by ultra tree 85! on Mar 24, 2007 19:44:47 GMT -5
Just did some more work on the map, and I put in a mover_adv entity that will be a platform elevator that is activated by an area switch. I'm having trouble figuring out how to set it up correctly, though. ;D
Current map size update: 768kb
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Post by RG on Mar 24, 2007 22:22:35 GMT -5
A few hints that might help: Don't forget your 'not' entity, which can be utilized by the 'point' or 'pos' (I believe) output options for your mover entity if there are only two track points. If you look at the properties for each way-point in your track, you will find a way_pause option, at which you can assign a specific amount of time for the elevator to stop at that location anywhere from one second to infinity(-1). Explore different options settings for your switch to achieve the action you need for the elevator. I know that they are vague, but see if they make sense to you and if they can work for you. Good luck, UT, ..............................RG
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Post by prowler4 on Mar 29, 2007 6:26:54 GMT -5
WOW man. Those lights look awesome! I can't wait to try this map of yours out!
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Post by ultra tree 85! on Mar 29, 2007 22:00:39 GMT -5
A few hints that might help: Don't forget your 'not' entity, which can be utilized by the 'point' or 'pos' (I believe) output options for your mover entity if there are only two track points. If you look at the properties for each way-point in your track, you will find a way_pause option, at which you can assign a specific amount of time for the elevator to stop at that location anywhere from one second to infinity(-1). Explore different options settings for your switch to achieve the action you need for the elevator. I know that they are vague, but see if they make sense to you and if they can work for you. Good luck, UT, ..............................RG Thanks, RG! I was able to get the elevator platform working correctly today, and I also built an elevator shaft for it. Thanks for the comment, Prowler, I'm glad you liked the screenshot. That bridge area is now a lot longer and has better texturing, and I also put in items and enemies there. Current map size update: 797kb
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Post by RG on Mar 30, 2007 6:15:55 GMT -5
Cool! Looking forward to more progress reports. ;D
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