Judith on 24/5/2008 at 11:52
And what is nice, this is one big map, no loading zones :)
Beleg Cúthalion on 25/7/2008 at 14:32
I'm glad I have a monitor here with a wheel to increase brightness. :p
So you're having a subtract brush arch door? That's brave, I luckily got it now to use things as they were intended (i.e. rectangle brushes with BFed surfaces to place a static mesh doorframe in for instance). Even Komag's tutorial still advices you to use beams in that place. But in the end it's up to you. When will we probably see this baby? And please don't hesitate to contact me to forge you a German translation right before the release. :)
Judith on 25/7/2008 at 16:01
Shots from the game whould have been better and more bright too ;) Great job, when you plan to release it? ;)
Martin Karne on 25/7/2008 at 19:01
First of all level one is almost done, needs more AI, pathing, everything is practically set level two is WIP.
But is not gonna be just two levels.
Second I did nothing the OM did not have arches are square brushes.
One exception were the carriages entryway required a bit more curved carving but not by far, FPS is very high so no slow downs yet.
Shadows casting were done on some objects, and they do not slow down anything either where it was enabled.
Release date... uncertain.
Beleg Cúthalion on 25/7/2008 at 20:03
Well, but there are SMeshes for arched doorways. I'm trying to find a door actor that fits into them at the moment because the usual ones appear too small, but in fact you should be able to make it even simpler.
Martin Karne on 25/7/2008 at 20:08
There is only one static mesh that had the right size for the doors and without leaving out spaces.
Is the only fully BSP arch in two maps.
So you can relax.