Slowly but surely... (ODQ3DM6)

Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

Hope this helps... I marked sparklies that are hard to see with yellow lines.

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Vis portal thing?
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Black line at RA JP.
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At RG JP.
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Very bright line under there causing awful aliasing (jagged line).
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Above RL.
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These white things are floating there. Perhaps the remains of something that was removed.
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Seems like a leak to the skybox (and some other things). Above the gap between RA and mid level. Small spot with z-fighting too when you look in the corner.
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Most of the steps look the same at upper SG. :) The light edges vs black line at the face of the steps also make for obvious aliasing which can (should) be prevented.
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That bar (RL ledge to ammo pillars) should be rotated to be flush to the wall too.
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Facing the ammo pillar closest to the shaft room.
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RL bridge facing stairs. The right 3 of those beams have sparklies, probably over their entire length.
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This is at the ammo pilar in front of the RG ammo box.
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Above RG facing RL bridge. The z-fighting is on the other side too.
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Armor shards facing shaft room.
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RG JP facing RA.
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Lava pit.

There's some sparklies on the pipe above the RL bridge too and some z-fighting to the left of the doorway to the armor stairs too i think.
axbaby
Posts: 3424
Joined: Wed Dec 22, 1999 8:00 am

Post by axbaby »

k i'll fix that tonight and i found a few more and some overlapped brushes.

then off to work for 2 weeks .
u guys have no idea how many of those trims on floors and wall i fixed from the original beta..there are like 1000 of them .
hee
[color=#FF0000][WYD][/color]
PieceMaker
Posts: 899
Joined: Tue Jan 25, 2005 4:43 pm

Post by PieceMaker »

Well I'll be ready for another download and I can upload it to as many if not more
for mirrors ;)

*waves* Hello to ax!
User avatar
Scourge
Posts: 15559
Joined: Mon Mar 25, 2002 8:00 am

Post by Scourge »

PieceMaker wrote:Well I'll be ready for another download and I can upload it to as many if not more
for mirrors ;)

*waves* Hello to ax!
I have the space and bandwidth to spare. I'll keep an eye on this thread and mirror it when needed. :)
axbaby
Posts: 3424
Joined: Wed Dec 22, 1999 8:00 am

Post by axbaby »

i made the changes but somewhere along the lines i dropped some major fps and simply couldn't figure out why.
:(
i have to go to work for a couple weeks so the map remains as .
good luck and have fun guys ..later pm old pal
i'll be in stony plains sask with my trusty chainsaw

it's tough man trying to vis when u can see from yellow armour
all the way practically to the red armour .. the engine draws too much.

maps needs to be completly rebuilt ditching O'diums original in order for it to work without visportals all over the place.

i got like 50 of them when i see id's map has like 15 or so "which is visportal freindly".

no one mentioned the lighting which i thought came out pretty good lol
if i vis just like id's map i get 20fps or less
walls don't block vis
if i get some time off i'll rebuild it from scratch while working on q4wca2
[color=#FF0000][WYD][/color]
waY2Kool
Posts: 46
Joined: Mon Oct 17, 2005 4:28 pm

Post by waY2Kool »

good god man. you've got the skills - why waste them and your time on this dog???
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shadd_
Posts: 2512
Joined: Tue Jun 28, 2005 4:02 pm

Post by shadd_ »

some people like dm6 some don't. whats the problem?
waY2Kool
Posts: 46
Joined: Mon Oct 17, 2005 4:28 pm

Post by waY2Kool »

shadd_ wrote:whats the problem?
there's 26 pages worth of problems. pay attention ;)

dm6 was great.....5 years ago. we need something new and great

</end 2¢ deposit>
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shadd_
Posts: 2512
Joined: Tue Jun 28, 2005 4:02 pm

Post by shadd_ »

waY2Kool wrote:
shadd_ wrote:whats the problem?


</end 2¢ deposit>
that's overpriced.
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