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Messages - xiuide

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Paintball 2 Discussion / Re: Graphics/Layout/Webdesign Specialist Wanted!
« on: September 24, 2005, 01:23:35 PM »
thanks taco, im not half as good as my pal who did the graphics for the gods of war site though XP hes a pro

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Paintball 2 Discussion / Re: Graphics/Layout/Webdesign Specialist Wanted!
« on: September 24, 2005, 07:18:03 AM »
Pph. The 'Caboose' banner is original. NOT!

acucually, it is original, a friend of mine asked me to make it for him, so i ripped the pic, and found that bg using goodgle search XP, it was a darn hard thing to rip that muzzle flash and make it look good to :P

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Paintball 2 Discussion / Re: Graphics/Layout/Webdesign Specialist Wanted!
« on: September 23, 2005, 07:59:34 PM »
well i got some skills in both areas, you can check out some webwork that i do at http://www.thegodsofwar.us (took the layout from clantemplates, cut it up, and optimized it, and also added things, like the TS2 server status) umm some of my graphic work is as follows








*edit   just did this small custom banner, to show a lill better what i can do for you guys

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Mapping / Re: Tree. Yes. Indeed.
« on: September 22, 2005, 07:31:39 PM »
i belive so

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Mapping / Re: BSP for alpha15 checklist
« on: September 22, 2005, 01:11:22 PM »
hidden surfaces INGAME are hidden, however, im compiling a test map right now for a way im trying to make terrain, the map, though small, was using over 6000 numportals, so after reading your post, i desided to try and appy the skip texture anyway, to brush faces, insead of the entire brush, this helped greatly, because what it did was knock the numportals down, due to the fact that is skips them in compile, instead of skipping faces ingame, so it saves compile time without appying the skip to everywhere i could, i still dropped the portals down to just above 4000

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Mapping / Re: Tree. Yes. Indeed.
« on: September 22, 2005, 01:06:25 PM »
you can probably get tree moels and what not lisence free, like under a GPL or something over at map-center.com  or any other mapping comunity

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Mapping / Re: Tree. Yes. Indeed.
« on: September 22, 2005, 10:16:03 AM »
i know its kinda reviving an old thread but, as im new here, mabye some new ideas......have you ever thought about using models for the trees....thats what most games use now, as it takes alot less power to prosses a model in a game, than many brushes making the same thing.

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Mapping / Re: BSP for alpha15 checklist
« on: September 22, 2005, 10:09:19 AM »
not sure is this is applicable to BSP but, i know that in GTKRadiant ( i ntergated the two) there is a plugin for terrain, the only problem is, it looks for a texture called "caulk" this texture is a very handy tool that makes the brush/ part of the brush the texture is appied to invisable, it also makes it so there is shorter compile times, as the compiler skips that brush, also is stops the vising of that brush, i think that it would be benifical to include that texture support in the next relase...as i tried convering it as well, and i get an error, becuase the build (of the game) does not support it, so i feel that mabye make a small tweak to build 15 (if its only a small one) and include support for this texture.

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Map Graveyard / Re: new map i did today
« on: September 18, 2005, 10:22:08 PM »
Thanks for the copliments, and the ideas, as for the map list, i was not aware that there was a list of maps, so i could name it properly, and. i am aware of 2 spawn points, thats my bad, still thinking on jedi knight academy, where ppl dont die as fast lol. i plan to continue mapping for this game, as, like you seeing me as being a potentialy good mapper, i see must potential in this game, its not often that you come across a mod gone standalone, and see much dev put into it after the initial relase.

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Map Graveyard / Re: new map i did today
« on: September 17, 2005, 08:19:38 PM »
well, i really just did it as a quick 5 hour project, as i had nothing to do today, and i wannted to see how mapping for this game was, i still needa get a feel for mapping for a paintball game XP, as for the windows, if you aim right the paint goes thew the windows, but, i think on blue side, i dotn show the paint splat, but i know for a fact that it goes though, cuz i killed seomeone that way, and im not sure about the rock and wall thing. i mainly posted it here, just to get some community feed back, so thank you!

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Map Graveyard / new map i did today
« on: September 17, 2005, 06:37:21 PM »
ok, so i got this game last night, so i decided today to sit down and start mapping for it, after intergating bsp_pb2 and GTKRadiant, i went to work, after about 5 hours of work, i came up with a map i like to call "warehouse" this is a non CTF map so its good for DM's and elim's. inside the warehouse, you have a paintball field, what is special about this field though, is that it is an X-field, meening it has an X in the middle of the field, now, if you can make it outside, there are nice open spaces, with rocks and whatnot to 'try' and hide behind, there are also "proches" that you can climb stairs to, and shoot inside the warehouse at the ppl in it, and, if you can find the way, there is a "secret" area, with the infunaribility item on it. like i said just a simple 5 hour map, using no custom brushes.

Map specs.

Brushes: 130
Entities: 55


you can get it at  thegodsofwar.us.
or you can jump onto our semi-dedicated server, GoW: House of pain, as that map will most likely be running.

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Mapping / intergrating GTKRadiant and bsp_pb2
« on: September 17, 2005, 06:25:47 PM »
Im not sure if this has been mentioned before, but, as i did not like the restrictions of bsp_pb2 ( i am used to GTK due to mapping for games like jedi knight academy) i found a way to intergrate the two, so you can use the adavanced featured of GTKRadiant. I dont want to get into deatil if its already been told how to do it, so, if you want to know, just ask and THEN ill post a mini tut on how to do it.

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