Recent content by re1wind

  1. re1wind

    WiP in WiP, post your screenshots!

    looks like a smoothing group issue which is caused by, as mentioned above, the textures not lining up correctly. i think you can force them to be smooth and get rid of the lighting line, but that may still leave the misaligned textures.
  2. re1wind

    WiP in WiP, post your screenshots!

    Damn... I actually recognize that location, don't recall the chapter, but it's in the area with the alien jump-pads and the v-22 osprey shows up somewhere along this area.
  3. re1wind

    WiP in WiP, post your screenshots!

    Waaay too dark, you're going to need to add a lot more lights, preferably non-coloured lights, in all the playable areas to stop 99% of any feedback you get being along the lines of "too dark", "can't see enemy", "spy heaven", etc. I also can't tell what the layout of your map is from your...
  4. re1wind

    WiP in WiP, post your screenshots!

    short answer: no longer answer: Maybe. perhaps. probably if they squint.
  5. re1wind

    WiP in WiP, post your screenshots!

    i have a feeling that it will be difficult to determine teams at a glance, particularly near coloured lights and in dimmer areas.
  6. re1wind

    WiP in WiP, post your screenshots!

    I think you mean pentagon, not hexagon. Scrap that. It is a hexagon, the perspective just makes it look like a pentagon. my bad.
  7. re1wind

    WiP in WiP, post your screenshots!

    Make that payload a giant chicken and the giant chickenwire makes sense. In a wacky tf2 kinda way... Not quite bonus ducks, though.
  8. re1wind

    WiP in WiP, post your screenshots!

    players will get caught on those blue signs, unless you've pre-emptively clipped them. Also, the doorway. edit: are those light props solid?
  9. re1wind

    WiP in WiP, post your screenshots!

    That doesn't make it any less impressive. Curious as to how many T-junctions that creates and how you'd go about optimizing visibility and rendering.
  10. re1wind

    WiP in WiP, post your screenshots!

    there are some dark areas in that map that will make team identification more difficult than it should be.
  11. re1wind

    I graphed out how many times each texture is used! The answers won't surprise you!

    Now do the same for surface area per texture, i'm fairly confident that other textures will show up
  12. re1wind

    WiP in WiP, post your screenshots!

    1) enter vertex editing mode. 2) select all verticies 3) Ctrl + b (iirc, or snap to grid) 4) All verticies on grid 5) check for no concave shapes
  13. re1wind

    Anti-vampiric Walls

    Ark of the covenant??
  14. re1wind

    WiP in WiP, post your screenshots!

    now turn it into a payload map :p unless i'm interpreting what you mean by phong incorrectly, the vdc says that phong is only usable on vertexlitgeneric, i.e. models/props. $phong is not available of brush-based materials according to that article. (except cs:go) As for the normals and...