oc_adventure
- Makrontt le nécron
- npc_citizen
- Posts: 198
- Joined: Wed Aug 27, 2008 2:01 pm
- Location: France
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
}
}
}
}
I'm back baby!
-
- npc_combine_elite
- Posts: 469
- Joined: Wed Nov 05, 2008 5:52 am
- Location: lolwut L0C4tI0n?
- Contact:
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...
Let's see zombies get past this (I could have added more :S)
Need a dispenser here!
New model for combine soldiers:
Flying Skulls? D: damn nasty little buggers that are hard to hit and pack a punch in swarms.
Added a teleporter back to the house, no need to walk all the way now lol (don't mind the brains :V)
Aaaaand here's Larz with an explosive ban hammer
This one took me 6 tries to get it on the perfect spot :V
Also, update!
Added the Item's Matrix; allows you to buy useful shat...
Let's see zombies get past this (I could have added more :S)
Need a dispenser here!
New model for combine soldiers:
Flying Skulls? D: damn nasty little buggers that are hard to hit and pack a punch in swarms.
Added a teleporter back to the house, no need to walk all the way now lol (don't mind the brains :V)
Aaaaand here's Larz with an explosive ban hammer
This one took me 6 tries to get it on the perfect spot :V
Great!!! I look forward to playing this when I return in the beginning of January!
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.
fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
'She has zero tolerance for idiots'.
fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
- larz
- npc_combinegunship
- Posts: 726
- Joined: Fri Jun 23, 2006 12:17 am
- Location: Crowley, Texas
- Contact:
woah when did this happen?!Axel_m3sh wrote:
Aaaaand here's Larz with an explosive ban hammer
This one took me 6 tries to get it on the perfect spot :V
I downloaded b6, gonna upload it tomorrow as soon as I wake and try to some people together to play it.
Microsoft™ wrote: my favorite thing to do is rape little children
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- npc_combine_elite
- Posts: 469
- Joined: Wed Nov 05, 2008 5:52 am
- Location: lolwut L0C4tI0n?
- Contact:
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
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
- larz
- npc_combinegunship
- Posts: 726
- Joined: Fri Jun 23, 2006 12:17 am
- Location: Crowley, Texas
- Contact:
cool. Ill upload this tomorrow.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
Microsoft™ wrote: my favorite thing to do is rape little children
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.
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.
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.
fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
'She has zero tolerance for idiots'.
fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
fug took the words right out of my mouth!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.
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
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- npc_combine_elite
- Posts: 469
- Joined: Wed Nov 05, 2008 5:52 am
- Location: lolwut L0C4tI0n?
- Contact:
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
blank scoreboard:
and last but not least:
a sleeping (or dead) monk
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...
straight to the pics:
Total terrain remake
blank scoreboard:
and last but not least:
a sleeping (or dead) monk
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...
- Makrontt le nécron
- npc_citizen
- Posts: 198
- Joined: Wed Aug 27, 2008 2:01 pm
- Location: France
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
P.S. : looks much better
I'm back baby!