Hello World...
Hello World...
Hi everyone on DescentBB! My name is Hatseput. Some may recognize me from PD and P4D...Yet now some might ask: Why am I introducing myself in the Descent Development section?? Well, the answer is simple...
I also brought up a level with me...The \"Golden Fire\" PvP/2v2-Anarchy map. Settled inside of a small volcanic cavern system, this digsite was started its life as a mining plant dig, until the contractor went bankrupt and sold it... to the Mercenary Guild, who turned it to a fiery-arena...
The level itself got its scenes:
The level is packed and ready to launch. I plan to launch it in 14:03:2008,Friday... But if you got any comments, please feel free to post:)
It is a pleasure for me to join here. I am very interested in Descent-level development, so expect more levels from me!!
See you all in the mines, Pilots!!
--Hatseput
I also brought up a level with me...The \"Golden Fire\" PvP/2v2-Anarchy map. Settled inside of a small volcanic cavern system, this digsite was started its life as a mining plant dig, until the contractor went bankrupt and sold it... to the Mercenary Guild, who turned it to a fiery-arena...
The level itself got its scenes:
The level is packed and ready to launch. I plan to launch it in 14:03:2008,Friday... But if you got any comments, please feel free to post:)
It is a pleasure for me to join here. I am very interested in Descent-level development, so expect more levels from me!!
See you all in the mines, Pilots!!
--Hatseput
- CDN_Merlin
- DBB_Master
- Posts: 9781
- Joined: Thu Nov 05, 1998 12:01 pm
- Location: Capital Of Canada
THE LEVEL HAS BEEN RELEASED. GRAB IT HERE:
http://www.prepare4descent.net/descenti ... action=get
Don't forget to comment... and to enjoy
--Hatseput
http://www.prepare4descent.net/descenti ... action=get
Don't forget to comment... and to enjoy
--Hatseput
I see...those must have been overlooked... But the one on the pipes was a calculated one, I've fitted it to face, and then changed its UV parameters... But for the smoke, well, I must accept the fact that it behaves a bit strange way...
And for those flashlights, I actually did nothing for it... I've just placed them in,and scripted them to rotate-If you're asking the ones on the pipes...
But... How was the flow and pace of the level? Anyone knows?
And for those flashlights, I actually did nothing for it... I've just placed them in,and scripted them to rotate-If you're asking the ones on the pipes...
But... How was the flow and pace of the level? Anyone knows?
Valhalla - Deliverance
Why've you ever forgotten me
(Blind Guardian, \"Valhalla\")
Why've you ever forgotten me
(Blind Guardian, \"Valhalla\")
Yo!
Tested it, nice work so far!
But:
On a AMD XP2600/768Mb Ram/Radeon9600,
screenie taken at Smokeys location:
http://www.postimage.org/image.php?v=aVUM2I9
In general i had over 70 frames, but
the Spewers are real FPS killers
and some small impurities:
http://www.postimage.org/image.php?v=aVUNAZJ
http://www.postimage.org/image.php?v=aVUNFZ0
Tested it, nice work so far!
But:
On a AMD XP2600/768Mb Ram/Radeon9600,
screenie taken at Smokeys location:
http://www.postimage.org/image.php?v=aVUM2I9
In general i had over 70 frames, but
the Spewers are real FPS killers
and some small impurities:
http://www.postimage.org/image.php?v=aVUNAZJ
http://www.postimage.org/image.php?v=aVUNFZ0
For the smoke, Is there anyone else experienced the same result? And BTW, RagilRal; my weapons weren't modded, but I saw some new weapon names there:
How it happened??
But for those errors, It also showed up in my editor. The bad normals are on the fuelcen shell at the bottom level... I've placed it on the floor, and removed those faces at the bottom to gain some fraction of FPS...
And for the \"room center\" issue:
It is just the \"external\" room, and I actually see those errors a lot when trying to build external rooms...
How it happened??
But for those errors, It also showed up in my editor. The bad normals are on the fuelcen shell at the bottom level... I've placed it on the floor, and removed those faces at the bottom to gain some fraction of FPS...
And for the \"room center\" issue:
It is just the \"external\" room, and I actually see those errors a lot when trying to build external rooms...
Yo,
the weapon names are from the string-
file of Hunter's Basewar; im just plain
too lazy to change the stringfile every
time
The roomcenter issue is relatively common,
but as long as sound and homers are working
i also dont care 'bout it.
Regarding room 8, ok; my fault, i should
have looked more close
after having a 2nd look, there are just
some verts to remove from the interior
there.
the only thing i'd be concerned of would
be room 5, b'cause the gaps here are on
faces which are separating the in from
the out:
http://www.postimage.org/image.php?v=aVYNoWi
the weapon names are from the string-
file of Hunter's Basewar; im just plain
too lazy to change the stringfile every
time
The roomcenter issue is relatively common,
but as long as sound and homers are working
i also dont care 'bout it.
Regarding room 8, ok; my fault, i should
have looked more close
after having a 2nd look, there are just
some verts to remove from the interior
there.
the only thing i'd be concerned of would
be room 5, b'cause the gaps here are on
faces which are separating the in from
the out:
http://www.postimage.org/image.php?v=aVYNoWi
Re:
well, we should ask WillyP ... Are they worked well?RagilRal wrote: The roomcenter issue is relatively common,
but as long as sound and homers are working
i also dont care 'bout it.
Wow, thanks for the warning... I've missed that, but fixed it right away.RagilRal wrote: the only thing i'd be concerned of would
be room 5, b'cause the gaps here are on
faces which are separating the in from
the out
Also I'm relighting the mine. I've raised the ambient lighting about 0.1 on all values, and set the multiplier to 1.3...
Valhalla - Deliverance
Why've you ever forgotten me
(Blind Guardian, \"Valhalla\")
Why've you ever forgotten me
(Blind Guardian, \"Valhalla\")
If it's an external room it will throw a room center error. The important thing is to not have a room center that is inside the room, and the room center is 'line of sight' to the center of every portal. As much as possible, anyway. If you have a 'U' shaped room, or a room shaped like a donut, or even an 'L' shape, you may have the room center out of the room, and probably don't have line of site. Could be a problem for AI, which uses room centers and portal centers for navigation. Split the room. But if you have a nice room, but you put, say a pipe detail between a portal and the room center, that would probably be ok. Test with homers. They may hit the pipe when headed for the portal, but it's up to you... maybe thats intentional!