oc_adventure

Show off work in progress maps.
skidz
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Post by skidz »

What did you do to change the shader on that stealth combine soldier? I am thinking about making it change the shotgun as well.
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Post by DigitalySane »

Looks good so far.
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Post by Axel_m3sh »

skidz wrote:What did you do to change the shader on that stealth combine soldier? I am thinking about making it change the shotgun as well.

I didn't do anything, I got it from SMOD so it probably just uses some water material applied to the model then distorted using refract or something like so: Image
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Makrontt le nécron
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Post by Makrontt le nécron »

from the SMOD camo soldier material:

Code: Select all

"Refract"
{
	"$model" 1

	"$surfaceprop" "water"

	"Refract_dx90"
	{
		"$refractamount" "0.2"
		"$normalmap" "dev/water_normal"
 		"$bluramount" "3"
		"$refracttint" "[0.8 1 1]"
	}
	
	"Refract_dx80"
	{
		"$refractamount" "0.1"
		"$dudvmap" "dev/water_dudv"
		"$refracttint" "[0.9 1 1]"
	}

	"Proxies"
	{
		"AnimatedTexture"
		{
			"animatedtexturevar" "$normalmap"
			"animatedtextureframenumvar" "$bumpframe"
			"animatedtextureframerate" 30.00
		}
	}

	"UnlitGeneric_dx6"
	{
		"Proxies" { 
			"Sine" { 
				"resultVar"    "$alpha" 
				"sineperiod"   8
				"sinemin"      0.0
				"sinemax"      0.05
			} 
		}
	}	
}
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Post by Axel_m3sh »

Christmas is almost here, yay! Can't wait for my school break.

Also, update!



Added the Item's Matrix; allows you to buy useful shat...
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Let's see zombies get past this :lol: (I could have added more :S)
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Need a dispenser here!
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New model for combine soldiers:
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Flying Skulls? D: damn nasty little buggers that are hard to hit and pack a punch in swarms.
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Added a teleporter back to the house, no need to walk all the way now lol (don't mind the brains :V)
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Aaaaand here's Larz with an explosive ban hammer :lol:
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This one took me 6 tries to get it on the perfect spot :V
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Post by Axel_m3sh »

Well after a few more tweaks here and there, I decided to release it as a public beta thingy. I wanna hear the people's opinion on this :D

Download on the front page
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Post by fug4life »

Great!!! I look forward to playing this when I return in the beginning of January!
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larz
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Post by larz »

Axel_m3sh wrote:
Aaaaand here's Larz with an explosive ban hammer :lol:
Image
This one took me 6 tries to get it on the perfect spot :V
woah when did this happen?!


I downloaded b6, gonna upload it tomorrow as soon as I wake and try to some people together to play it.
Image
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Post by Axel_m3sh »

Woot new update!


Fixed a few things here and there, including a server crashing bug that seems to stop gameplay near the end of the map (and the best part too :( )

Linky: http://files.filefront.com/oc+adventure ... einfo.html
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Post by larz »

Axel_m3sh wrote:Woot new update!


Fixed a few things here and there, including a server crashing bug that seems to stop gameplay near the end of the map (and the best part too :( )

Linky: http://files.filefront.com/oc+adventure ... einfo.html
cool. Ill upload this tomorrow.
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Post by fug4life »

Hi,

finally got around to playing 'some' of the map. So this is some intial feedback.

Fade distances on some of your large props are a bit extreme. Could increase the distances so the props don't pop infront of you and rather blend into view from the fog you have.

And lastly, The displacement walls aren't bad (could do with a bit more alpha painting). But the floor is as flat as a pan cake. could you make into a disp. and bump it up a little.

I'll try and play some more. I like the ideas you have going on.
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Post by Ny »

fug4life wrote:Hi,

finally got around to playing 'some' of the map. So this is some intial feedback.

Fade distances on some of your large props are a bit extreme. Could increase the distances so the props don't pop infront of you and rather blend into view from the fog you have.

And lastly, The displacement walls aren't bad (could do with a bit more alpha painting). But the floor is as flat as a pan cake. could you make into a disp. and bump it up a little.

I'll try and play some more. I like the ideas you have going on.
fug took the words right out of my mouth!
The fact that the floor is flat hurts my eyes because of the repeated texture. Also the amount loss on death is a little too much, in fact why is this implemented? From the beginning of the map you die at least twice and you've hit -30. It lacks a balance especially when enemy kills are 3-8 points. It's fine to have kill point reduction 5 is fine but 15 is way too much
:nyoron:
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Post by Axel_m3sh »

Oh god, finally some good feedback. I was waiting for someone to comment here lol

Thanks fug and ny, I'll keep those thoughts in mind. Now I finally got some motivation to update(more like upgrade) my map!

Again thanks for the comments :D
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Post by Axel_m3sh »

Updaaaaaaaate (god I'm so tired, spent 4 hours on finishing this up and then started uploading around 3 o' clock in the morning lol)

straight to the pics:

Total terrain remake
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blank scoreboard:
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and last but not least:
Image
a sleeping (or dead) monk :P

Edit: crap forgot the link

http://files.filefront.com/oc+adventure ... einfo.html
damn I'm tired... might have forgotten to do some other stuff as well...
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Post by Makrontt le nécron »

There's a problem with the combine soldier skin you included (it was already in the previous version) : the alpha channel of the base texture is fully white, it means instead of having only the eyes self-illuminated, the full texture is at 100% illumination at all time. Either fix that alpha channel or just remove $selfillum from the vmt.

P.S. : looks much better
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