That would be easier I guess... crafty...kornkidcrazy wrote:Or use a maching or something to block that area off?Tural wrote:Hey shade, couldn't you move the collision vertices up where the transition area is, to prevent the player from going there?
[Mod]Forgotten Meadow
Well, I also noticed that if you a bit away from it, and look into the area it will freeze, at least for me it does. Hopefully you can come up with a fix. By the way great job, and keep up the good work.
Edit: I just noticed that this sort of appears like the level dirt, that bungie used to test things in. Also it is very fun to race hogs down the middle because its like an off road downhill maze race. Very fun with multiple warthogs.
Edit: I just noticed that this sort of appears like the level dirt, that bungie used to test things in. Also it is very fun to race hogs down the middle because its like an off road downhill maze race. Very fun with multiple warthogs.
Last edited by Chooqpead on Wed Mar 29, 2006 10:14 pm, edited 1 time in total.
- theycallmechad
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very nice map 10/10 it looks nice, but i'd suggest converting a bsp that allows you to have a nice game on it. as rotten said if it is too big, then a gameplay wouldnt be possible.. i mean the unused bsp from catacomb is nice to see in a map, but i'd say that map doesnt have that good gameplay as well.. (not to be offended)...
make a nice conversion of a bsp that makes a nice game
make a nice conversion of a bsp that makes a nice game
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I for one would freakin' LOVE to see this finished. Or you could even just leave it as is and let others take it and make it into a playable map while you go on to do other bsp's if you like. I, personally, would like to mess with this one a bit. It's big and has a LOT of sky to fly in. It'd be great for a massive dogfighting map, especially with those jutting out rocks to weave under and over. I'd probably bring the invisible walls in a bit, though, to keep it contained in the canyon. Outside the canyon is just flat and kinda' boring.
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- theycallmechad
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Howdy. I think the most difficult part of skinning this map is finding a skin that'll fit. The texture on the rocks is the same throughout the whole map, so there's not a whole lot of room to work with. In all, I suspect there are maybe 4 or 5 different textures maximum that'll need skinned in this, but I am probably wrongSnaku wrote:I don't know much about skinning (meaning I haven't even begun to research skinning at all--just modding) so I don't know for sure, but it looks like the same bitmap just used all over the whole map. Will that make reskinning this map difficult?
So, with only 3 textures, does that mean you can't add more to make the map more detailed?r0tten wrote:there are 3, i only did one and it looks good i think, well almost as good as it can get. imine looks like a montana desert now with crazy rock formations. and about 30 vehicles falling out of thin air.
- theycallmechad
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- theycallmechad
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You could just PM him instead of trying to sound authoratative here on the forums. A simple report would have worked as well, but as it seems you were being kind and not trying to report him, a PM would have been best (this is merely my opinion as one who is your equal).MrBalll wrote:~CrimsonCloud~ your sig is too big. please fix that.
It made perfect since: you said "sbsp" so it was crystal clear to me that I'd have no clue what you were talking about or what to do . But hey, if it's possible, I say go for it. I don't believe, however, that it will be with this map. When I've devcam flown around this area, everything looks exactly the same. But what do I know? You did, after all, say "sbsp," thereby confusing the Jo-Poopie out of me.ScottyGEE wrote:Well, although I havnt actually looked at the map but if theres alot of shader references in the dependencies of the sbsp then you could add some more shaders and textures and just replace the old ones with the new ones in the sbsp dependencies...Make sense? I hope I did