Search found 321 matches

by RedSnappa
Sun Feb 23, 2014 5:11 am
Forum: Pre-alpha and concepts
Topic: ut4_ruins
Replies: 55
Views: 184711

Re: ut4_ruins

Really? Damn that would take a while haha! It looks smooth though. Generally with trisouping you can see eshes of brushes, Riyadh looks flawless haha Riyadh also uses vertexremapshader keys in its worldspawn: vertexremapshader0 textures/ut_riyadh/terrain_0;textures/ut_riyadh/vxterrain vertexremapsh...
by RedSnappa
Sun Feb 23, 2014 3:06 am
Forum: Pre-alpha and concepts
Topic: Breather buddy bug
Replies: 2
Views: 12161

Breather buddy bug

Does anyone know if the "breather buddy" bug is still in the game? (For those who are unaware, it used to be possible for two teammates to stay underwater indefinitely by healing each other. This would restore their health faster than they would take damage from drowning. I call it a bug b...
by RedSnappa
Sun Feb 23, 2014 3:02 am
Forum: Pre-alpha and concepts
Topic: ut4_ruins
Replies: 55
Views: 184711

Re: ut4_ruins

banksy wrote:Riyadh is made from patch and that runs fine. I can't think of a decent alternative for a nice wavey sand terrain.

Riyadh is made from trisoup, not patch.
by RedSnappa
Sat Feb 22, 2014 10:26 pm
Forum: Brush / patches and other mesh
Topic: Building teleports
Replies: 4
Views: 14135

Re: Building teleports

Use common/trigger on a brush that is part of a trigger_teleport entity. Point it to any number of misc_teleporter_dest entities using the target/targetname entity keys.
by RedSnappa
Mon Feb 17, 2014 3:13 am
Forum: Brush / patches and other mesh
Topic: Using areaportal and clusterportal - SOLVED
Replies: 5
Views: 15852

Re: Using areaportal and clusterportal

I have found that areaportals are treated as clusterportals, so areaportal the door and clusterportal the archway is the correct answer.
by RedSnappa
Tue Feb 04, 2014 1:40 pm
Forum: Final
Topic: ut4_worrior
Replies: 0
Views: 34627

ut4_worrior

This may be the largest simultaneous map release ever. I present a pack of 20 maps, 14 of which are conversions from the dungeon layouts of Wizard of Wor and 6 of which are my own designs. Screenshots: http://s1222.photobucket.com/user/Quaternus/library/RedSnappa/Worrior Downloads: Worrior I: http:/...
by RedSnappa
Fri Jan 31, 2014 5:34 am
Forum: Radiant
Topic: Bots want to stay in spawn
Replies: 1
Views: 10573

Bots want to stay in spawn

For a while, bots will leave the spawn room to go fight, but there comes a point at which they want to stay in the spawn room. I tried providing better exits and filling the spawn with common/donotenter, but they still want to stay in the spawn. How to fix this?
by RedSnappa
Mon Jan 27, 2014 1:36 am
Forum: Mapping Discussions
Topic: Map sizes in Radiant
Replies: 2
Views: 12186

Re: Map sizes in Radiant

1. My map sizes in Radiant units: Arctica: 7168x4864x1152 Blockforts: 10000x8660x1408 Cannons: 3840x2496x1952 Cannons 2: 4608x3072x1536 Cerulean-River: 7808x4352x1280 Icecastle: 5760x2816x1680 Igloo: 8192x8192x1612 Lavarena: 6144x6144x1280 Merlin: 3932x4528x928 Spacestation: 5104x6640x5104 Totem: 35...
by RedSnappa
Mon Jan 27, 2014 1:16 am
Forum: Pre-alpha and concepts
Topic: Screenshots
Replies: 259
Views: 324328

Re: Screenshots

I made a hovercar.
by RedSnappa
Wed Jan 22, 2014 6:27 pm
Forum: Radiant
Topic: Patch mesh count
Replies: 6
Views: 17186

Re: Patch mesh count

Don't use patch meshes, patch meshes are evil. Period, if you need something that requires a patch mesh to be used, make an .ASE model and import it. Patch meshes are evil, remember that. So you never use patches for anything? What about a simple archway or straight pipe/tunnel? I have tried to mak...