Cool bug in Cathedral...

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ShadowRunner
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Cool bug in Cathedral...

Post by ShadowRunner »

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http://imageshack.us/photo/my-images/19/80956811.jpg/

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.

Thanks to Mastro for demonstrating it.
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Re: Cool bug in Cathedral...

Post by ~][FGS][Nobody~ »

For fucks sake, I knew it!
The seed for the BSP trash in the tower of DXSG_Cathedral wasn't entirely caused by my average mapping skills! :-D
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Re: Cool bug in Cathedral...

Post by ShadowRunner »

Yes I'm fairly sure this arch behind it is the cause of the bridge issues that you had, it's fairly close to the bridge.

I only had a quick look, but it's one of the most complex custom brushes I've seen, damn Medieval architects!

Now what would be interesting, is seeing if the error can be removed without removing the archway.
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Re: Cool bug in Cathedral...

Post by chin.democ. »

You could export the complex arch brushworks and turn them into models, then slap them back into the map.
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Re: Cool bug in Cathedral...

Post by ~][FGS][Nobody~ »

WHAT? No.

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*
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Re: Cool bug in Cathedral...

Post by ShadowRunner »

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.
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Re: Cool bug in Cathedral...

Post by [FGS]Kalman »

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 :(
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Re: Cool bug in Cathedral...

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[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. :ney:
My static mesh ring-transporter model looked pretty good in UT2004.
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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!
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Re: Cool bug in Cathedral...

Post by [FGS]Kalman »

I'm learning mapping in UDK, it's way easier to make beautiful maps with static meshes :/
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Re: Cool bug in Cathedral...

Post by ~DJ~ »

BUT DX > UT SERIES
That Resident Evil Mod
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