Welcome to CMM

The CMM forum software was recently upgraded, some things may have changed and some things may be broken or not working. Please let me know by PM or on IRC if you have any problems using this forum.

Also, I've removed the skybox and shader links for now, the shader generator page was being abused and as we're moving towards a ue4 mapping base, they're redundant.

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by Rylius
Thu Aug 09, 2012 9:53 am
Forum: Urban Terror Discussions
Topic: 4.2 first impressions and problems?
Replies: 32
Views: 11432

Re: 4.2 first impressions and problems?

See that "Rain" link in my signature? Click it. :P
In the unlikely case anyone is actually interested drop me a note and we'll work something out.
by Rylius
Wed Aug 08, 2012 11:32 pm
Forum: Urban Terror Discussions
Topic: 4.2 first impressions and problems?
Replies: 32
Views: 11432

Re: 4.2 first impressions and problems?

You're all recruited
by Rylius
Wed Aug 08, 2012 5:06 pm
Forum: Mapping Discussions
Topic: modeler
Replies: 5
Views: 3968

Re: modeler

You don't need a modeller to make a map.

This page contains a lot of commonly used models:
http://blackrayne.net/models_1.php
by Rylius
Sat Aug 04, 2012 11:44 pm
Forum: Urban Terror Discussions
Topic: 4.2 first impressions and problems?
Replies: 32
Views: 11432

Re: 4.2 first impressions and problems?

Auth doesn't work with non-vanilla clients. Non-vanilla clients show all servers instead of only 4.2 ones, trying to connect results in an error message: "Invalid game folder" which won't help anyone without at least some technical knowledge. Sorry, the release feels very rushed and unfini...
by Rylius
Sat Jul 28, 2012 1:40 pm
Forum: Layouts
Topic: Inspirational names
Replies: 4
Views: 5480

Inspirational names

I'll maintain a list of possible names for a map in here. If you want to add something just lemme know in some form! If you see an already used name tell me as well and I'll cross it out and add a link to the topic. :) To get additional ideas, join our IRC channel #cmm on freenode and type !mapname....
by Rylius
Fri Jul 20, 2012 7:45 pm
Forum: Radiant
Topic: MAX_MAP_DRAW_INDEXES
Replies: 27
Views: 10807

Re: MAX_MAP_DRAW_INDEXES

Hint brushes won't help you at all, the map is way too open for VIS to have any effect. You could leave it away and it won't change much.
by Rylius
Thu Jul 19, 2012 9:57 pm
Forum: Radiant
Topic: MAX_MAP_DRAW_INDEXES
Replies: 27
Views: 10807

Re: MAX_MAP_DRAW_INDEXES

I really don't see how that can be almost 16k brushes - can you post a screenshot of the 2D top-down view?
by Rylius
Fri Jul 13, 2012 10:11 am
Forum: General chit chat
Topic: Guess who?
Replies: 5
Views: 4398

Re: Guess who?

ewww get your fingers off me
by Rylius
Wed Jul 11, 2012 11:03 pm
Forum: Radiant
Topic: MAX_MAP_DRAW_INDEXES
Replies: 27
Views: 10807

Re: MAX_MAP_DRAW_INDEXES

Definitely replace everything terrain-related with tri- or at least quadsouping. Might want to mix both as well. Imo drafts in Radiant are a waste of time, do it properly right from the start - if you need visual drafts, draw them on paper. Also be aware that you have visible seams in the terrain ri...
by Rylius
Wed Jul 11, 2012 8:59 pm
Forum: Radiant
Topic: MAX_MAP_DRAW_INDEXES
Replies: 27
Views: 10807

Re: MAX_MAP_DRAW_INDEXES

If it looks inferior you're doing it wrong, easy as that. You need a phong shader, btw. Also alternate the resolution of the trisoup, you don't have to use the same triangle size everywhere in one terrain. Alternate between 128x128, 64x64 and 256x256 unit triangles depending on the distance/amount o...

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