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Messages - KINQ Wolny

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1
New Maps / Re: jump_glow
« on: April 27, 2012, 01:50:21 PM »
Ah yea it's a custom texture. It's supposed to be a waterfall.


Don't tell me I can't have custom textures :O If it's not a waterfall idk what I'll make it.


You can use custom textures but you need to add them to your map-file. Try Pakrat https://developer.valvesoftware.com/wiki/Pakrat.

I did some example map for the hard falloff light
http://www60.zippyshare.com/v/77215639/file.html.

2
New Maps / Re: jump_glow
« on: April 27, 2012, 11:24:29 AM »
Didn't play the map yet only noclipped trough.

2) The number decals are temporary. They look really shitty if you look closely even though in hammer they look great. What's the way to get numbers to not look so bad? And how do you rotate/resize decals ffs.

Use the overlay tool (shift + O).

4) Kinda specific question but how the heck do you get light_spot's hard falloff to work properly? You'll notice on jump 5 and 11 that the light_spots over the glass blocks hit the floor, which I find to be ugly. I want it to shine on just the glass blocks but not the floor. Been tampering with the parameters in light_spots options but I can't get it right.

Set "hard falloff" to 1 / true, "0 percent falloff distance" to the distance between the light_spot and the glass (maybe a little more) and you have to give "50 percent falloff distance" some value or it won't work.
I'm not 100% sure on this one but I can send you some example if it doesn't work.

7) Any other feedback. A confusing jump? Problems with the textures/skybox? Nothing is permanent at this point, so any criticism/advice would be appreciated.

Missing texture see attachment.

Edit: I just realized this pink/black texture doesn't mean the texture is missing but something is wrong with it (custom texture?).

3
New Maps / Re: Jump_collab (round 2)
« on: April 01, 2012, 05:18:07 PM »
I will contribute 2 jumps. Can we know in advance if the map will be for blue or red?

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