Preview: dod_spearhead
Quakah
12-06-2003, 01:48 AM
Hi there, I know I got an other thread on this thing but I think no one ever readed that thread so here I go again ;). r_speeds around the bridge area are 500-600, r_speeds in allies spawn are 900(but no fighting there), r_speeds in first battle area 500-700. And I guess that's about it :p, this map is british vs axis and I tried to recreate the pegasus bridge wich was the first assault on D-Day(that's why the name of the map spearhead(first of the operation ;))). Well, feel free to comment me.
(sorry for the low quality of the screenshots, it's just my graphics card)
axis side looking to allied side
http://users.pandora.be/caz/pegasus/dod_spearhead1.jpg
axis side against the bridge:
http://users.pandora.be/caz/pegasus/dod_spearhead2.jpg
First battle area:
http://users.pandora.be/caz/pegasus/dod_spearhead3.jpg
first battle area other view:
http://users.pandora.be/caz/pegasus/dod_spearhead4.jpg
allied spawn + piece of first battle area:
http://users.pandora.be/caz/pegasus/dod_spearhead5.jpg
view out of the bunker to the axis side:
http://users.pandora.be/caz/pegasus/dod_spearhead6.jpg
example of where the bridge has to be(don't mind the ugly skybox, i'm not going to use this)
http://users.pandora.be/caz/pegasus/bridgexample.jpg
Well, I only gotta make the axis spawn area and then I wait for glidias to finish his model :p so I can release this map. r_speeds will be verry playable(better then my previous maps that is :p). The bridge will be the main fighting area. The map will be like this: allies and axis fight on the same of the bridge(first battle area). If allies can capture the area between the sandbags, axis will spawn behind the bridge. Allies gotta capture another area right before the bridge. If they do so they'll trigger another timer and then they have to hold the bridge for another 10 minutes(axis get 15 minutes to hold the bridge).If axis can capture it back they win.
NEW PICTURES
http://users.pandora.be/caz/pegasus/dod_spearhead0001.jpg
http://users.pandora.be/caz/pegasus/dod_spearhead0002.jpg
http://users.pandora.be/caz/pegasus/dod_spearhead0003.jpg
slurm
12-06-2003, 02:40 AM
I think that looks pretty cool. That cod level was pretty fun, but also frustrating because I felt my teammates let me down. I'm looking forward to playing it.
Godcha
12-06-2003, 03:51 AM
it sounds and looks very nice!
im still waiting for the release... :)
TheNomad
12-06-2003, 05:27 AM
there's 1 word i can think of to describe the look of this map: Funky :cool:
Quakah
12-06-2003, 02:00 PM
I got some new pictures:
axis spawn area:
http://users.pandora.be/caz/pegasus/dod_spearhead7.jpg
some street :p
http://users.pandora.be/caz/pegasus/dod_spearhead8.jpg
some other street :p
http://users.pandora.be/caz/pegasus/dod_spearhead9.jpg
btw, what's going on on this boards, 92 views, 3 replies :confused:
Insta
12-06-2003, 02:02 PM
That tank has parked inside the wall.
Originally posted by Quakah
btw, what's going on on this boards, 92 views, 3 replies :confused:
Pretty common these days. Too bad.
Rotkopf
12-06-2003, 02:59 PM
As I said in IRC : compile a version and I´ll check it. Includes a free and detailed feedback report.
TheNomad
12-06-2003, 03:12 PM
Originally posted by Quakah
http://users.pandora.be/caz/pegasus/dod_spearhead7.jpg
insta is right, the tank is in the wall.
Quakah
12-06-2003, 03:14 PM
I got it fixed now :p thanks for the comment, probably wouldn't seen that myself :D
slurm
12-06-2003, 11:49 PM
i like the tank track textures. I can't wait to play it, it looks like it will be fun. The dynamic spawn thing sounds cool too. That's my favorite part about zalec
Howitzer
12-07-2003, 07:59 AM
I'm looking forward to this map. We need more british maps!
Swedish
01-08-2004, 05:41 PM
Originally posted by Quakah
[B]some street :p
http://users.pandora.be/caz/pegasus/dod_spearhead8.jpgB]
The motar shouldn't be left around like that, give it boxes, sandbags, or some cover facing the way where the British come from or something.
Quakah
01-09-2004, 09:30 AM
Well, I removed the mortars because I can't get them to work properly, I made a post on the tutorials forum but no one answerd me so I removed them. But thanks for bumping this thread anyway ;)
||held||bOnd
01-12-2004, 08:59 PM
Year hell the new Pics looks damm cool.
Quakah
01-12-2004, 11:55 PM
those aren't new ;) these are new :D
http://users.pandora.be/caz/pegasus/dod_spearhead0001.jpg
http://users.pandora.be/caz/pegasus/dod_spearhead0002.jpg
http://users.pandora.be/caz/pegasus/dod_spearhead0003.jpg
with a lot of thanks to glidias for this supercool model! Now I still need someone to texture it.
I also want to apologize for the low qualitiy of the screenshots.
I also did something stupid, the wpoly count should be at least 200 less, wich is fixed in the latest compile, so r_speeds around the bridge are 500-600 wpoly and +/- 5000-6000 epoly(:()
Insta
01-13-2004, 12:18 AM
How will the gameplay be on this map? It seems that youve really limited yourself, with a large open area with only one entrance. Does the action move from area to area, or do both sides spawn on opposing sides of the riverbank, and just shoot eachother until it hurts?
travis
01-13-2004, 05:52 AM
looking damn sexc
Quakah
01-13-2004, 09:00 AM
Originally posted by Instacrome
How will the gameplay be on this map? It seems that youve really limited yourself, with a large open area with only one entrance. Does the action move from area to area, or do both sides spawn on opposing sides of the riverbank, and just shoot eachother until it hurts?
You see on the 3rd picture a crashed glider and on the oposite side bunkers, trenches, barbed wire, this will be where the first battle takes place, it's not a that big area but it will be some intense fighting, maybe axis might have superior hand due to the mg42 on such small area but you can attack out of diferent corners so no problemo, then the 2nd battle will be actually shooting from riverbank to riverbank and then I would like to implent something like this, when the allies capture the 2nd flag, the axis need to attack, I just don't know how to do this, but I'll try and get it to work, then the allies need to cover their retreating friends and hold the bridge, I think it will mainly be shooting from riverbank to riverbank, allthough axis can sneak behind a little wall to the bridge undetected.
gabagoo
01-20-2004, 02:12 AM
looks good
reminds me alot of CoD's pegasus bridge map
DEvIL-K
01-20-2004, 10:23 AM
Originally posted by gabagoo
looks good
reminds me alot of CoD's pegasus bridge map
oh my....this reminds me of 1944....when i stormed this bridge...oh my oh my :-|....now i'm an old man and actually have to play this revival..:(...:) CAUSE IT LOOOOKS REAAALLY AWESOME :P hopefully it plays good :D
Quakah
01-21-2004, 02:11 PM
Hi, I got some more information for you all(if you were intrested in this project anyway :rolleyes: ), I'm going to redo most of the map and make it a daylight version, the allies will have to hold up the axis advance trough the town, defend the church, if the axis are able to capture that, the allies will spawn behind the bridge and stop the axis from recapturing 2 other points. I'm still going to see how much time I'll give the axis. Anyway, just posting this to let you all know I'm going to delay the release, might take another month(maybe a little bit less), but hey, if I can't get my textures there won't be any map released anyway :eek:
CptMuppet
01-21-2004, 02:23 PM
OK:
Your architechture is perfectly sound, BUT...
The lighting is awful! I realise the map is set at night, but it might do better to have some darker shadows, and some slightly light areas. Also, try to move the light entities farther away from the buildings, and make the lights by buildings light_spot entities or something, because then they'll look better.
(edit: ok you should be able to do a better job of lighting if its now going to be set during the day; but wasn't pegasus bridge fought at night? - I saw ye olde film 'The Longest Day')
You also need a bit a variety on the ground... lots of open space in some places, put a bit of terrain (ie bumps) in.
Oh... and sort out the river. I would actually use scroll_texture for a river, rather than the more commonly used !texture, which looks stupid (who ever heard of static water?). Also, make the water transparent (set render properties to 150 or something) and make it darker (you can do this by changing the "colour", which is also in the properties box).
Finally: at the end of the streets, you need some kind of structures (e.g. rubble). Why? Because you never let a player near the skybox!
Its looking very good otherwise, sort out the visual aspects and this should be a winner! GJ.
Quakah
01-21-2004, 02:56 PM
Ok, the river now is sort out you know ;) just doesn't show it like that on the screenshots but I fixed that in one of the last compiles, there was a german counter attack at dawn so yeah, daylight is perfectly possible ;), I'll think about the water anyway, it's a good idea really. Thanks for all the help. and don't worry about the lightning, don't need it anymore as well ;)
Silverghost
01-21-2004, 07:40 PM
sweetness, look forward to this when ever its done.
What made you call it dod_spearhead anyway?
Quakah
01-21-2004, 11:54 PM
well, spearhead means the tip of an operation, the first of everything from that operation and these gliders were the first to land in normandy :)
Silverghost
01-21-2004, 11:57 PM
Not bad.
I was thinking dod_orne, since thats the river the bridge is on ;)
The map looks pretty good so far :P Gonna playtest it on CoJ when its close to ready?
EDIT: Someone needs to make a decent look glider models. The default is horrible lol
http://users.pandora.be/caz/pegasus/dod_spearhead5.jpg -> i love the trenches :p
but i think the bunker are too huge and too open
and the bridge roox but http://users.pandora.be/caz/pegasus/dod_spearhead0002.jpg -> put a dirty water (more dark)
maybe can i be beta tester :D
Stoffer
01-25-2004, 12:07 PM
For gods sake, fix the water :eek:
Trence side needs work, plus the hedges looks very boring.
I like the bridge tho ...
-Stoffer
Ginger Lord
01-25-2004, 12:12 PM
Radioactive Water!
Quakah
01-25-2004, 12:40 PM
Originally posted by Stoffer
For gods sake, fix the water :eek:
Trence side needs work, plus the hedges looks very boring.
I like the bridge tho ...
-Stoffer
the water looks just fine in day light, the trench side will be left like this because it's the allies second spawn, no action there so no intention to increase wpoly even more. The hedges will be built like the ones in jagd, 2 hedges that is. New screenshots comming up soon btw.
Ginger Lord
01-25-2004, 12:49 PM
Is it like additive water?
Quakah
01-25-2004, 01:46 PM
no, because the river was to deep to see the bottom
Splinter
01-25-2004, 03:50 PM
This map would look really great if it was in the morning, Like around 5:00 or 4:30 in the morning.
Great bridge BTW, cant wait to play it
Ginger Lord
01-26-2004, 12:23 AM
What settings do you have that water on anyway?
Swedish
01-26-2004, 12:28 AM
Quakah, what kind of sounds would you need for this map? I would like to help make a British radio for some objectives,and plus, some custom win songs and a prewarmup song specifically for that map.
Quakah
01-26-2004, 12:52 AM
hey cool, thanks for the help swedish, well, now that you mention it, I might wanna add a radio in one of those bunkers with the orders: hold on, untill relieved. I think I should look more into the map to see what sounds I could use, but thanks for the help anyway, I really apriciate it.
@ginger lord, after I recompiled I'll see what's the best, now it's just a func_illusionary with "normal" and "0", maybe I'll darken it up, maybe i'll make it additive water but I'll get you back on that ;)
Quakah
01-27-2004, 11:21 AM
hi there, I got a new pic up for you all, I still got a few problems tho, my water isn't visible :confused: like you can see in the screenshot, and you can see my translucent texture :confused: further more I have some slight problems with r_speeds and I hope I can get them fixed(highest near the bridge 900-1000 and I want them at least 700-800). Ehm, some other information, I've added a piece of a town with some destroyed buildings and destroyed tanks here and there caused of the last counter-attack, axis must capture the fountain area before the church and then advance up to the bridge. Well, I think that's it, stay tuned for more news on this map.
ps. sorry for the low quality
*edit* don't mind the flag positions either :D
Rotkopf
01-27-2004, 11:38 AM
did someone already mention that the cliffs at the other side of the brigde look very lowpoly and undetailed? I know you´re already having r-speed problems, but they´re ugly :x
Maybe add some sprites, like those swamp plants I´ve seen in a few maps already... or some different kind of foliage.
Stoffer
01-27-2004, 02:39 PM
Would be pretty easy to lower the r_speeds alot, in this map tho ......
-Stoffer
Quakah
01-27-2004, 11:39 PM
yeah... uhm..., how?
Craftos
01-28-2004, 12:40 AM
Bridge area is made especially for snipers IMHO.
Quakah
01-28-2004, 05:21 AM
+ riflemen, +mg's, I think that's pretty obvious on such a distance ;) try hitting someone with a sten on that distance ;D that's why I've added the first part in a little piece of "benouville" with some close quarter combat as well, where smg's and support weapons are +/- crucial :D because I think shooting from river to river bank for 15 minutes long might be a little boring.
Stoffer
01-28-2004, 07:47 AM
Originally posted by Quakah
yeah... uhm..., how?
Hard to tell tho.... but with maps with open areas like this one, is visblock your best and proberly the only friend...
But you most change the hedges, and use them for visblocking.
As i said "easy :D"
-Stoffer
Stoffer
01-28-2004, 07:50 AM
If you dont believe in my, send me the map and patch it up and make it 1337 ;)
Anyways ...
-Stoffer
Quakah
01-28-2004, 09:11 AM
Well, I think it's the river that floats out is the main problem of the higher wpoly count, I've added visblocks behind all the hedges, sometimes i've added tree models behind these and then put a visblock behind them, I think it's just a to big open area :confused: but I'm sure I'll get it fixed :D
VoodooChild
01-28-2004, 05:10 PM
Quakah, good tip to keep rspeeds low, make sure the skyboxes fill up un-used space. Your skybox should not go higher than the top of the tallest structure, and take up chunks wherever you have free space. Even if your skyboxes look funky in VHE, the compiled version will make sure the sky is how it should be.
If you find yourself needing help with this, let me know via PM or email.
That daylight pic looked cool. I think Pegasus Bridge was my favorite map in CoD, and it was cool in the Longest Day (which i think you got the 'hold until releaved part from).
Anywho, looking better and better
VoodooCHild
Glidias
01-28-2004, 11:03 PM
To save up on some wpoly, the river could use a simple life-sized flat patched plane .mdl that can even extend out beyond the Hammer Grid rather than use brushwork. Since i doubt people would be swimming in the river, you don't even need to bother using func_water or any brushes for that river...just clip off that entire river and save up the clip nodes. It would definitely be possible to animate the water flat .mdl ala Operation Flashpoint, with a crude rising/lowering water tide effect, but isn't necessary and wouldn't be suitable for a river. Doing a slow flowing looping conveyor .mdl for a river would be a challenge though. Perhaps, an experiment with chrome and additive on .mdls could create some funky water light reflectivity effects...but this is mainly used for glass.
I think someone might need to texture the Pegasus bridge properly with the actual historical textures and details. I already gave the source files to Quaker. It needs to have the details fleshed out : the frontal house panels, the railings (those uses brushwork), the side wheel supports, proper pavements, proper texture floors, etc.
Quakah
01-29-2004, 08:09 AM
Originally posted by VoodooChild
Quakah, good tip to keep rspeeds low, make sure the skyboxes fill up un-used space. Your skybox should not go higher than the top of the tallest structure, and take up chunks wherever you have free space. Even if your skyboxes look funky in VHE, the compiled version will make sure the sky is how it should be.
yes, I've already done that in that attached screenshot.
@glidias, you mean making a model from all the brushes(including the river etc) where you can not walk to save up wpoly?
VoodooChild
01-29-2004, 11:04 AM
damn Glidias has high expectations......Theres only so much 1 person can do bro. We mappers are generally confined to our field. Anyone who has time to map, model, and texture a large map from scratch has nothing short of absolutely no life. This stuff takes alot of time.
Good Work Quakah, Im looking forward to your map!
kleinluka
01-29-2004, 01:48 PM
Originally posted by VoodooChild
Anyone who has time to map, model, and texture a large map from scratch has nothing short of absolutely no life.
Wrong. He is damn skilled.
Insta
01-29-2004, 02:21 PM
Originally posted by VoodooChild
We mappers are generally confined to our field. Anyone who has time to map, model, and texture a large map from scratch has nothing short of absolutely no life. This stuff takes alot of time.
Extremely dumb thing to say :rolleyes:
Having several skills is what will be needed for the mappers for Half Life 2 and beyond, so its better to just start now if you want to continue mapping.
CptMuppet
01-30-2004, 04:05 AM
Originally posted by Glidias
To save up on some wpoly, the river could use a simple life-sized flat patched plane .mdl that can even extend out beyond the Hammer Grid rather than use brushwork. Since i doubt people would be swimming in the river, you don't even need to bother using func_water or any brushes for that river...just clip off that entire river and save up the clip nodes. It would definitely be possible to animate the water flat .mdl ala Operation Flashpoint, with a crude rising/lowering water tide effect, but isn't necessary and wouldn't be suitable for a river. Doing a slow flowing looping conveyor .mdl for a river would be a challenge though. Perhaps, an experiment with chrome and additive on .mdls could create some funky water light reflectivity effects...but this is mainly used for glass.
If you wanted to be REALLY arty, you could give the flowing water model an ADDITIVE texture, and beneath the water, you could plonk a SKY texture, and thus you would give the illusion of reflective water.
If I have time, I'll do the model for you.
BTW I'm doing my own models too (as well as cobbling together bits from official models, to reduce the entity count! - I will credit the authors where I can, before some of you badger me about that). Admittedly, they're no masterpices, but they add to the map detail.
S-Bolt--
01-31-2004, 10:26 AM
that would look like crap... no refraction and no movement (ripples)
Steel Blade
01-31-2004, 11:32 AM
The daylight pic looks damn sexeh, keep up the good work :D
VoodooChild
01-31-2004, 06:13 PM
New pics??!!
.....still gonna be night time right ? or early morning. perhaps?
The night time is the right time
The night time is the right time
The night time is the right time
Quakah
02-01-2004, 03:29 AM
it's gonna be morning, and morning is the right time as well, in case you didn't know, the germans planned 2 counter-attacks, one in night and one in morning.
Glidias
02-01-2004, 06:40 AM
Originally posted by S-Bolt--
that would look like crap... no refraction and no movement (ripples)
Yes, there is ripples. Create a func_water that is intended to be invisible with render mode texture and render amount 0 (ie. unrendered by default) and apply a water texture that materials.txt recognises. Fire on it, and ripples are formed. In fact, any surface with a water-recognised texture, whteher invisible or non-visible, will form ripples. Don't believe?? Turn one of the brick textures in caen to a water texture using materials.txt. It's quite funky to see ripples forming on the walls...lol. Or create invisible func_walls (even func_illusoinaries and all sorts of stuff) with water-recognised textures on it. When you fire on/through these brushes, you get water splashes and ripples.
As for movement, you can easily animate it. Create biped bone joints and attach 'em to the vertices and you could easily do converyor animation from step by step and looping, where once you get a similar image to frame 1, loop it, everything keyframed nicely. If you want more detail (eg. wobbling water), then since your water mesh is going to consist of various patches (also used to lay out the various UV tiles individually), you could assign a bone to each individual vertice and move those bones up and down, effectively deforming the water surface in anyway you wish.
Anyway, do you see any water movement in most maps like dod_escape and such? Hardly. Besides, the movement water effect in default HL (the wobbly one), is rather unrealistic. A slow moving animation of the water scrolling 1 step ahead for each thread (then looping) can easily be done...very seamlessly. Speed of the water movement can be easily adjusted using the fps value in the qc compile or Scale Animation filter in milkshape 3D.
And as for refraction, custom skybox, where you can fake that with a distorted image z-locked sprite reflection below the bridge. The bottom sky .tga could use a distorted version of the top sky .tga. Of course, that is not true refraction, but have you seen any such form of refraction in HL anyway? Wait for HL2 if you are thinking of true refraction.
CptMuppet
02-02-2004, 03:59 AM
Exactly.
Sorry mate, I haven't had the time to make the model; but you seem to know how to do it, so I'll leave it to you!
BOOM BOOM!
VoodooChild
02-20-2004, 06:02 AM
...Had to dig a bit to find your map...Cancelled? Need some textures? I can hook you up with quite a bit of stuff, just say the word. I really would like to see a Pegasus Bridge map for DoD!!
Voodoo
Quakah
02-20-2004, 08:26 AM
well ehm, some genious(S-Bolt) that is had the great idea to make the river float out. Now I got 1100 r_speeds on the allied riverbank and I'm working on my shores of victory map as well, so when I get that map finished I might pick this project back up, but it'll take a while. Maybe I'll send the rmf to someone who wants to finish it, who knows :)
CptMuppet
02-21-2004, 09:43 AM
NOOOOO! DON'T GIVE UP!!
To sort the r_speeds out, try adding a curve to the river, which takes it out of the player's view. (Use clip brushes to stop the player going around the corner, or just put some genral blockers to prevent further player movement).
Please don't tell me you altered a map without backing it up...
Quakah
02-21-2004, 11:22 AM
I still have it :) I already did that, I'm going to send a piece of the rmf to voodoochild so he can complete this map because I don't have much time to map for dod
Stoffer
02-21-2004, 11:24 AM
Ideas good! map only needs work tho ... I would like to finish it off for you ...
-Stoffer
VoodooChild
02-21-2004, 05:30 PM
Hey Quakah,
Thanks for intrusting me with the map. I guarantee to everyone that this will get released, and with brand new textures done by Splinter and I. I cant wait to get started on this, Quakah has done an excellent job thus far on the map.
After Ryan, this map will be the next MUST HAVE map for DoD. You have my guarantee on that !!!
VooDooCHild
Splinter
02-21-2004, 05:32 PM
Iam going to help with this project aswell, Texture wise.
The bridge model is so cool.
VoodooChild
02-21-2004, 08:09 PM
...well time is limited with me and alot of other people, I needed another mapper to work with, preferably with a release under his belt, but not neccessary. Anyone interested? I think we need to get this map out, and Itll take alot longer if Im doing it alone.
This could even be a community project, a mapping group? There are none in DoD anymore anyways, might be a good idea. Anyways, theres a lot of talent out there.
Maybe ppl can submit some bldgs and some items for the map, like the bunker that guards the british side on the map, a guard house, textures, whatever. Whatever the submission, it needs to be quality.
Whos game?
Voodoo
Insta
02-21-2004, 08:38 PM
I dont think that would work out very well, since when youre dealing with large outdoor areas such as this, you need to be very carefull where you place your faces and how you construct your buildings. When you just have alot of mappers submitting alot of random stuff that they want to see in the map, the rspeeds will quickly jump up above the 10k mark, whereas a single mapper that knows what hes doing can keep them relativly low around 900-1000.
VoodooChild
02-21-2004, 10:01 PM
...maybe so. But I still need a partner to help finish this...
CptMuppet
02-22-2004, 05:35 AM
Try the bloke who made dod_hill_classic - he knows how to keep r_speeds down :).
I'd help, but I'm strapped for time as it is. I'd upload the bunker I scrapped from my map.... but I dunno... I don't really like it (the bunker I made), and don't want it going public. It was OK I suppose, just not great.
Quakah
04-28-2004, 09:18 AM
*bump*
Hi there, I'd like to announce I'll take this project back up, if voodoochild likes to do his version of this map he sure can if he wants too, but he still has to release dod_ryan, winter44 and his other map with the cut-off paratrooper thingy so I don't think he will mind. I got two new screenshots as well as a new idea of this map. The idea would be like this: first the allies spawn behind the glider and the axis in the house on the oposite site and maybe some will spawn on the other riverbank, the allies first have to capture the bunker and that will make the axis spawn completely across the other side of the river. Now the 2nd part the allies have to get across the bridge to capture a building there(or dunno what, it just has to be something). They get 12.5 minutes the time to pull this off. Then when they captured these both objectives the axis have to retake the church wich will encounter a little bit of urban fighting and if they manage to do that they will have to push the allies back across the bridge and then they will have to cross the bridge themselves and take the oposite side of the bridge. So actually it could take 4 fases:
1) fighting in the trench area
2) shooting from side to side and the allies have to cross the bridge
3) urban fighting
4) shooting from side to side and the axis have to cross the bridge
offcourse if the 1st timer goes off the axis win, if the axis manage to recapture the bridge they'll also win, in any case for the allies to win it'll take a lot of time to win.
see attachements in both posts for the pics, don't mind the bushes in the hedgerows, I'll delete them anyway wich will lose another 1000 epoly's as well :D
enjoy!
Quakah
04-28-2004, 09:19 AM
here's the 2nd pic
enjoy!
gabagoo
04-28-2004, 11:13 AM
can you post a side by side with the real thing :D
Quakah
04-28-2004, 11:25 AM
well that would be a problem because the bridge model needs a re-mesh and re-texture :D this is just a place holder model, tho I don't think it looks bad ;) I gotta thank Glidias for that btw :)
*edit* can anyone make a wooden plate with "Café Gondrée" written on it? I would really appreciate this and it would be historically even correcter :D
Steel Blade
04-28-2004, 12:25 PM
Looking damn sexy, can't wait for final release :D
Neutrino
04-29-2004, 07:53 PM
too many trees outside the hedge. wasted fps, isnt it?
would one ouitz_hill model do better?
Quakah
04-29-2004, 11:22 PM
nope, the hedge aint street, besides I putted 10 trees there wich equals 910 poly's ;)
Neutrino
04-30-2004, 08:34 PM
yah, those trees are low poly (good) but i dont usually use them since the branches and leaves are so low res that ingame, they look blurry and all squashed up.
Quakah
05-03-2004, 11:41 PM
nah these look kinda good, tho I'll probably replace them with sprites to make it lowpoly'er, btw, expect some new screenshots soon
Day of Defeat Forum Archive created by
Neil Jedrzejewski.
This in an partial archive of the old Day of Defeat forums orignally hosted by
Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.