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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.

ut4_ruins

Ideas and concepts for maps, discuss here.
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Rayne
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Re: ut4_ruins

Postby Rayne » Wed Feb 19, 2014 9:39 am

OK man, no hurry, i got time.

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banksy
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Re: ut4_ruins

Postby banksy » Thu Feb 20, 2014 7:58 am

Done! :)
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Rayne
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Re: ut4_ruins

Postby Rayne » Thu Feb 20, 2014 9:37 pm

Got it, lets take a look at what we have here.

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Rayne
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Re: ut4_ruins

Postby Rayne » Thu Feb 20, 2014 9:40 pm

hmm you're using radiant 1,6 aren't you


I'm having problems opening this map Banksy, radiant 1.5 reports a patch error, and radiant 1.6 crashes when i try to load the map.

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banksy
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Re: ut4_ruins

Postby banksy » Thu Feb 20, 2014 10:42 pm

I am using netradiant, which is just a modified version of 1.5. It opens fine in both 1.5 and 1.6 for me
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Rayne
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Re: ut4_ruins

Postby Rayne » Fri Feb 21, 2014 7:19 am

I figured out the netradiant thing last night, can you open the map in old 1.5, save it and send just that to me?

*EDIT* OMG Banksy OMG, we got so much work i don't know where to begin.

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banksy
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Re: ut4_ruins

Postby banksy » Fri Feb 21, 2014 2:08 pm

Hahaha so much work. What do you mean?
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Rayne
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Re: ut4_ruins

Postby Rayne » Fri Feb 21, 2014 9:29 pm

Well for one this kind of terrain building is just wrong.
Using massive patches as terrain is not a good idea, and then we can start dealing with structural brushes that need to be converted to detail brushes, all 10 billion of them since every single brush is structural....the hell?

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banksy
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Re: ut4_ruins

Postby banksy » Fri Feb 21, 2014 11:58 pm

To be honest I didn't even know about detail and structural brushes :/
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Rayne
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Re: ut4_ruins

Postby Rayne » Sat Feb 22, 2014 9:55 am

I thought my computer will burst into flames during vis compile.

Open that map in radiant 1.5, delete all the massive terrain patches, and then send it to me, i can't use netradiant, it's too awkward for me.


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