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DeTeEff

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Everything posted by DeTeEff

  1. Just learned that one can adjust the detailness of patches in the patch inspector...Will probably save some tris in patch heavy areas...

  2. Just learned that one can adjust the detailness of patches in the patch inspector...Will probably save some tris in patch heavy areas...

    1. AluminumHaste

      AluminumHaste

      Yeah love that feature. Orbweaver or Greebo added the ability to select multiple patches at once and change all their subdivisions at once. Very nice.

    2. SeriousToni
  3. That's nice to hear Then you'll probably like the fact that I and Aryx/Byrgius and BikerDude are working on a project
  4. Just finished this...totally exellent. All detail...especially in the ceilings with arches and buttresses and the perfect using of the Y-range (up and down). Makes me both inspired and depressed that I'll never achieve anything close How long dit it take to complete this beast?
  5. Yes, rain is very atmospheric but be careful with open areas as the rain hogs performance... BTW, is there any good way to prevent the rain from falling through roofs, like a small shed?
  6. Thanks Bridge, that was an honest review Yes, it's my first map and yes, it's (mostly) uncoherent crap
  7. Totally valid points. Had I not reached maximum entities allowed, I would add much more details...sadly I didn't count on the multiple alignments of AI would eat so much entities but they did...
  8. That should have been fixed in 1.01...Sure you play the latest version?
  9. To use fog in an area adds even more planning because of these restrictions. I don't remember everything from the top of my head, but it's hard/impossible to joint the fog volumes which means for example if you have a house with sourrounding fog, you cannot create a fog free environment inside that house without some scripting and turning the foglight on/off as you enter the building.
  10. Regarding the water sabotage mission I'll bump my earlier response... Ok, since some questions have arised regarding the saboteur objectives here are some explanations, step by step: How to pollute the fresh water? Mild spoiler More explanation Even more explanation This is how you do it! How to make the owner sad? What a about the lobby? Mild spoiler More explanation But where's that? Need more clarifications? ??? So what? Where shall I go? Yeah...Now what? Now what about this framing objective? But where's that? Okey, and now what? Yeah, but how do I complete the objective? Okay, but where is that? Cannot enter... More problems? Okay, and now what? Yeah, but I don't get it... I'm new to this...
  11. Halloween lurks towards us with a stench of murk and rot.
  12. As it's been a while since someone posted any map related bygs/misses, it will be released shortly...like now
  13. If it's not there then a restart must be the only solution
  14. There is a bucket there, if not the physics engine has swallowed it through the floor.
  15. Ok, since some questions have arised regarding the saboteur objectives here are some explanations, step by step: How to pollute the fresh water? Mild spoiler More explanation Even more explanation This is how you do it! How to make the owner sad? What a about the lobby? Mild spoiler More explanation But where's that? Need more clarifications? ??? So what? Where shall I go? Yeah...Now what? Now what about this framing objective? But where's that? Okey, and now what? Yeah, but how do I complete the objective? Okay, but where is that? Cannot enter... More problems? Okay, and now what? Yeah, but I don't get it... I'm new to this...
  16. Ahh, it's because I used a key entity as foundation when creating those. They're inheriting the key properties which I didn't thought would be noticeable but as you say, they are being placed "on the keychain"...
  17. Good points people! Will think about this in my future missions @Jaxa: Yes
  18. @Friendly_Taffer: I just read something that Thariel wrote...
  19. Shall tell my friend Ziggun about the reaction
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