oc_diving_v9 (FIXED... maybe)

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Re: oc_diving_v9 (FIXED... maybe)

Post by Vesuvian »

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Re: oc_diving_v9 (FIXED... maybe)

Post by fug4life »

Haha, very nice!

make sure those decals are touching the brush you intend them to render on or they might not render in game.

Also did you check see if the fixed de_dust palm trees were in the mod, are you interested in them?
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Re: oc_diving_v9 (FIXED... maybe)

Post by Vesuvian »

We're really confused about what IS and ISN'T allowed in the map, considering OC want's to be distributed on steam. Are the trees allowed, or should I model some?
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Re: oc_diving_v9 (FIXED... maybe)

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Dont quote me, but I believe Valve were most concerned about beta content, cross platform of the odd model or texture I dont think would raise much of an eyebrow, I guess if a game was 'raped' for the majority of its content then I could see them having a problem with it.

Edit: Deep down I cant help but feel Valve realise the future of mod communities and the mod scene as a whole is much more vulnerable than the early days of modding. I would think they'd turn a blind eye to use of their content, if it was for the benefit of its community and mod scene, which ultimately contributes to its engine longetivity and results ina more stable and larger player/fanbase.

Though Im just speculating.
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Re: oc_diving_v9 (FIXED... maybe)

Post by Tysn »

For what it's worth I've seen the odd CS:S model/material here and there in current steamworks mods like Age of Chivalry and they haven't gotten nicked for it. The fact is that it's way to obstructive to have to mount an entire game for a few measly props when Valve isn't going to care. There are simply too many people who aren't going to have the game either purchased or installed to justify it for minor graphical doodads. As long as you don't go way overboard and include what could be considered chunks of actual CS:S or episodic levels or enough materials to duplicate their environments exactly you should be fine.
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Re: oc_diving_v9 (FIXED... maybe)

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Starting island has changed dramatically. Cant wait until final compile!
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Re: oc_diving_v9 (FIXED... maybe)

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Neither can we!
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Re: oc_diving_v9 (FIXED... maybe)

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Goofing off making secret rooms 8)
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Re: oc_diving_v9 (FIXED... maybe)

Post by destiny »

if always wondered if something like a diving suit would be possible so you can explore the ocean floor.
and secret room what will they contain?
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Re: oc_diving_v9 (FIXED... maybe)

Post by Vesuvian »

:wink:
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Re: oc_diving_v9 (FIXED... maybe)

Post by Athrun Zala 02 »

Vesuvian wrote::wink:
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Re: oc_diving_v9 (FIXED... maybe)

Post by Vesuvian »

The most co-operative thing we've worked on so far (wip):

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Lots of effort going into materials, colour balancing, lighting, etc.
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Re: oc_diving_v9 (FIXED... maybe)

Post by fug4life »

Nice, this is touching on some of the aztec stuff I've been working on, temples & tropical locations are the topic of the moment for me,

Nice temple, the pillars and ceiling look a little unusual, but I really like the location and lighting and just the theme.

Please tell me you're having caves and tunnels under the sea bed made with displacements?
The old shaft tunnel was a bit too square and man made for my liking.
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Re: oc_diving_v9 (FIXED... maybe)

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The way I understand it, Bean needs to use those kinda transitions to get around problems with water clipping. I'll take a look at the tunnel eventually to see if anything can be done. Really want to push to get more explorable stuff.
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Re: oc_diving_v9 (FIXED... maybe)

Post by Shadowsand »

Vesuvian wrote:The way I understand it, Bean needs to use those kinda transitions to get around problems with water clipping. I'll take a look at the tunnel eventually to see if anything can be done. Really want to push to get more explorable stuff.
The only issue I know of concerning water is that top of all water brushes in a map have to be level. So any explorable caves with air pockets would likely need to be near the skybox so that you can swim beyond the skybox, then come up for air. Either that or build the air pockets under existing terrain/make new terrain to build it under. Whatever way you do it, water can be kinda tricky to work with.
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