The Mayann Project

Killer Monkey

L1: Registered
Apr 23, 2016
13
0
I don't know if its just on my end but the 32 and 64 unit high stone frieze seems to have some odd lighting. It might just be me though.
 

Idolon

they/them
aa
Feb 7, 2008
2,105
6,106
I don't know if its just on my end but the 32 and 64 unit high stone frieze seems to have some odd lighting. It might just be me though.

The prop's origin is in a spot that causes default lighting to look dark. You'll want to compile with vertex lighting to get nice results.
 

Killer Monkey

L1: Registered
Apr 23, 2016
13
0
Another thing I noticed is that the team coloured corner pieces of the various frieze pieces have really big collisions(?) which cause them to leak when theyre on a void touching wall. I can just put brushes around them but its really tedious.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
@Killer Monkey If they're aligned to the grid none of them should leak as their origins should be flush with the wall they're covering. Collisions do not make an object leak.
 

Killer Monkey

L1: Registered
Apr 23, 2016
13
0
@YM Uh, odd I was getting leaks on pretty much everyone but now theyre all working fine. Hammer must of been bugging out.
 

Snowbat

L4: Comfortable Member
Apr 23, 2013
165
74
Arghhhh these awesome looking prop_temple doorways... I cant use them because they're not high enough for MvM tanks and giants to go through. Unless I can fix this with some brushwork...

EDIT: just added some small brushwork to the frame to make it higher. I admit it's not the cleanest way, but it's not too shabby and it beats not using these doors at all.

29nci1t.jpg
 
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TMB

Banned
Jun 7, 2015
821
323
Ok you uploaded the pack content, now i have a question, what are setting for skybox?
 
Sep 7, 2012
638
500
Arghhhh these awesome looking prop_temple doorways... I cant use them because they're not high enough for MvM tanks and giants to go through. Unless I can fix this with some brushwork...

EDIT: just added some small brushwork to the frame to make it higher. I admit it's not the cleanest way, but it's not too shabby and it beats not using these doors at all.

29nci1t.jpg
You can also change the model scale, although that might give you some strange-looking doorways.
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
Ok you uploaded the pack content, now i have a question, what are setting for skybox?

Up to you, TMB. Try different settings (without taking them from the skybox list as this is a completely different skybox), though probably a very greyish light blue.
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
Small problemo, models/props_mayan/stairs/ornamental_stairs_128x192.mdl got missing faces.
aintthatagoodlittlehole.png

anotherone.png

thisfilenameissofunnyisntit.png
 
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Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
imo it's better to have an accurate cm you can always correct with blockbullets/clipping. Who needs cm on those brick sides? There are.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
I just would like to say that I absolutely hate the collision models for the stairs. Can't you guys just make it like any other stair model? Why does every step need to be a seperate block?

Edit: Also, how about some mirrored rock models?

stair CM is less than ideal but no different to clipping brush based stairs
Mirrored rocks is a good shout. I can't do that purely in a QC can I?
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
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I disagree, the skybox could have a sun in a really large area, with a fairly wide set of brighnesses and colourations.

I would rather force everyone to come up with values they like and that work for their own map, than risk having people blindly copy my values just because I provided them