I found a cool bug. In both towers, if you crouch at the point where the first stairs from roof meet a horizontal part and then just take a leap of faith, you end up on an invisible ledge. Also you can then walk halfway into the wall. The eastern invisible ledge is bigger than than the western one.
Apart of the fact that models somehow look artificial and not integrated into the world, you how how too complex brushes look as models *points to stargate*
Nobody is perfect...
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ô¿ô¥[GODZ]¥NOCHANC wrote:I can ban any one I want ANY time I want. You have no rights here.
Magus wrote:Maybe one day I will understand your arcane rituals of voting
chin.democ. wrote:You can use light bulbs that emit light, and when shot, do not.
synthetic wrote:and while every person is interesting in their own unique ways, there is some degree of uniqueness that a doctor can help with.
~ô¿ô~][FGS][Nobody~ said: THERE IS NO SPOON!
~¤¥ÐJ¥¤~ said: THERE IS NO CAKE!
chin.democ. wrote:You could export the complex arch brushworks and turn them into models, then slap them back into the map.
No, a model can not subtract into an add brush. Maybe some other subtraction and a mesh over it, but that defeats the object and would look horribly out of place unless the lighting could match.
[FGS]Kalman wrote:Static meshes for DX would be really good
Simple LodMeshes are ugly as they are using per-vertex lighting, and they have only collision cylinder
Believe me, I'm crying about that for at least 7 years already.
My static mesh ring-transporter model looked pretty good in UT2004.
Nobody is perfect...
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ô¿ô¥[GODZ]¥NOCHANC wrote:I can ban any one I want ANY time I want. You have no rights here.
Magus wrote:Maybe one day I will understand your arcane rituals of voting
chin.democ. wrote:You can use light bulbs that emit light, and when shot, do not.
synthetic wrote:and while every person is interesting in their own unique ways, there is some degree of uniqueness that a doctor can help with.
~ô¿ô~][FGS][Nobody~ said: THERE IS NO SPOON!
~¤¥ÐJ¥¤~ said: THERE IS NO CAKE!
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