-
Posts
1243 -
Joined
-
Last visited
-
Days Won
31
Everything posted by DeTeEff
-
Mapping while listening to Sothas soothing voice with his lovely finnish accent, explaining how awesome modular building techniques are

- Show previous comments 5 more
-
Please do! TDM accent-o-galore, for great justice!
Serves them native english speakers right...

-
Not gonna happen with mapping, but I might stream some TDM missions and use a phat swedish accent, littered with finnish curse words though!

-
I look forward to it!
For that purpose, I should make you a special mission full of unfair insta-kill traps, teleporting flaming (area damage effect) revenants, deadly jumping puzzles and a save functions disabled. "Pärkkele, finne!" 
-
Been away for some time again and thought some mapping would be nice; Question from a modelling noob: Is it possible/an easy/quick task to select a bunch of models/func_statics in DR, export them to an external modelling software like Blender and then save it as one model and put it back to DR? This of course to save entities.
- Show previous comments 2 more
-
You can export brush and patchwork using the DR ASE exporter. But you can't combine worldspawn and models.
-
Okay, but is it an easy task to (in Blender) to import the same model, say several bottles and then arrange them to look like a bunch of bottles, on the same z-plane and then save it as a unique model? Instead of using up several entities in DR...
-
Yeah, you can totally do that with Blender easily. Though it can be slightly problematic to get smoothing right on a prop with a lot of hard edges. I've found you really just have to split edges manually for it to translate over correctly. Which can be kinda a pain if you don't use Blender often.
-
It's so difficult and frustrating to create nice looking city sections!!!
- Show previous comments 16 more
-
Open up good city sections in DR and study them.
They're often angled skybox walls (making the area squashed polygonal) with portaled kiss points out, a surrounding layer of tall buildings, and on an angled z-axis ground. Those features alone will get it started off looking natural and lead to interesting architecture.
-
I don't understand this: "making the area squashed polygonal"
And "angled z-axis ground" Do you mean different heights of the ground?
-
Sorry. For "squashed polygon", I mean if you're looking down at the street in DR, there are like 6-10 skybox "walls" of different lengths so it looks squashed into an oval. It instantly gets away from 4-wall boxy. And by the ground, yes I mean different heights, but mostly I mean the ground is sloped with patches & stairs. That's what I learned from looking at great city missions.