Btw, have you tried the other types of visportals in QuakeEdit ? I'm not sure, it seems they're like, "portals with a drawdistance".
Maybe you can post an editor screenshot or two and people can suggest visportal placements.
Well i just made a small test map and i got vis working perfectly fine... I just noticed there was different vis textures, for different sizes... hmmmm...
anyone know where i can get MatchStick BSP Decompiler v1.0.1, i can't find a working dl. I'm trying to port over hub3aeroq3, but I only have the bsp. ^^
Hey o'dium, what's your estimate on releasing this map? I actually know this map, someone remade it for UT2004, it'll be useful to get a feel for the differences in each game.
BeerGut wrote:Hey o'dium, what's your estimate on releasing this map? I actually know this map, someone remade it for UT2004, it'll be useful to get a feel for the differences in each game.
Hopefully this week, i go to france for a week next monday...
To make a visportal all you need to do is create a brush and paint it with the common/no_draw tecture. Deselect it, and then select one surface (the surface you want to block visibility). Texture that surface with the editor/visportal texture.
brisk wrote:Looking sweet, but i'd remove the lava drain below the MH. Or at least clip it. That area needs the splash damage, especially for TDM.
Like i said before, its already weapon clipped. I thought about that myself, and found it to be impossible to hit shit, but i wanted it there anyways, and added the weapon clip so it all works nicely.
How is it on FPS though? Bearing in mind, that the most ammount of action takes place around the MH, especially in TDM at quad time. I don't think unneeded details need to be included, though it is of course your map. But personally, i'd prefer it as close to the original as possible.
brisk wrote:How is it on FPS though? Bearing in mind, that the most ammount of action takes place around the MH, especially in TDM at quad time. I don't think unneeded details need to be included, though it is of course your map. But personally, i'd prefer it as close to the original as possible.
This is as close to the original as possible, with just a few added details. Trust me, leaving it just like the original with the same stuff just doesn't look right.
FPS are fine even now, and i haven't even begun vis-ing the map yet. I've optimized all lighting though.