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Patch not showing in-game


refl3ks

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You have to give it a shaderParm spawnarg I believe. (make sure the patch is a func_static, not worldspawn). For A Good Neighbor, I used "shaderParm3" ".9"

Edited by Amadeus
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2 minutes ago, Amadeus said:

You have to give it a shaderParm spawnarg I believe. (make sure the patch is a func_static, not worldspawn). For A Good Neighbor, I used "shaderParm3" ".9"

Thank you! It's slowly coming back now 🙃

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I am most definitely still working on the FM. I do not plan on giving up, considering it is a personal passion project. I would assume the layout is 75% complete. I'm slightly deviating with other FM's I'm working on (Vertigo), to keep me from burning out. 

Unfortunatley there are days where I simply do not have the time to mess with Radiant.. (life can take wild turns).. that is simply the only reason why it is taking me a melania. I hope one day everyone can enjoy the FM as much as I enjoy creating it.

Edited by refl3ks
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Oh yeah, I remember the screenshots you posted for Vertigo; those were really good. Time can certainly get the better of us when it comes to mapping time and relearning DR. Best advice is to just keep Vertigo small, and you can use that experience as a springboard for making the larger Life of the Party FM. Thats how I went from A Good Neighbor to Written in Stone (and both of these still turned out wayyyy larger than their intended scope and co-authored by two other authors)

Edited by Amadeus
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Vertigo is a fun project, multiple paths will result with different outcomes, increasing replayability. I'm building the FM in shapes, ie: The standard city block: 512x512, alleyways: 256x512, market 1024x1024 (with minor deviations) etc. After building the presets, I stack them like legos; I found this method speeds up my build time by a huge margin, it also makes it easier to optimize with visportals. Also, I found building in this fashion (with twisting alleyways), increases performance by a lot, making it easier to add an incredible amount of visual fidelity.
My original intention with Vertigo was to keep it small, but it's definitely grown in scale since I've started.

I can't apply this method to Life of the Party considering I'm trying to keep key areas recognizable, while adding my own spin on how creative I want to be.
 

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It never occurred to me to have modular city sections but that's a pretty neat method. And it's nice that it increases performance too. 

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Since I struggle finding time to mess with Radient, I'm forced (in a way) to think of new methods to help speed up my builds and not get stuck in one area too long, increasing the risk of burnout.

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