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Forum: All Forums : Call of Duty
Category: CoD+UO Map + Mod Releases
Release announcements of custom maps and other content related to Call of Duty and Call of Duty United Offensive.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Hows this look to you?
GlumBum2
General Member
Since: Sep 8, 2004
Posts: 224
Last: Apr 25, 2006
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Level 4
Category: CoD+UO Map + Mod Releases
Posted: Monday, Mar. 20, 2006 02:09 pm
"Damnit! Where the hell did I put my nukes?"
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Ace008
General Member
Since: Jul 22, 2005
Posts: 738
Last: Jan 3, 2009
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Level 6
Category: CoD+UO Map + Mod Releases
Posted: Monday, Mar. 20, 2006 08:37 pm
Nice work grassy, looking awsome. I have one question you said fast vis and full vis. What is the difference between them, obviously full does more but what is that stuff. Also does it lower the max vis count or raise it with a full vis?
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Forest
General Member
Since: Mar 20, 2006
Posts: 3
Last: Mar 22, 2006
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Level 0
Category: CoD+UO Map + Mod Releases
Posted: Tuesday, Mar. 21, 2006 02:49 am
It looks great........i really do like it....if only i had the ability to do that im just starting and so im like lost lol.[read][2guns][angryalien] Its making me bang my head against the wall[banghead]
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WHC_Grassy
General Member
Since: Apr 20, 2005
Posts: 1426
Last: Aug 25, 2007
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Level 8
Category: CoD+UO Map + Mod Releases
Posted: Tuesday, Mar. 21, 2006 02:50 am
Thanks for the ideas and input fellas, I like the idea about the light on the staircase, will do that.

G'day Dad old mate, good caption mate.[lol]
You'll be happy to know this map also has a customary cow as well, and an Easter Egg for inquisitive players [casanova]

Will have more screens on the way soon, I did have a lot at a free pics storgage site but it looks like they have decided free dosn't pay the bills [duh]

Regards Grassy

Forest, keep at it mate [thumbs_up] It's a steep learning curve in the begining, but perserverance and patience will pay off in the end.

edited on Mar. 20, 2006 09:52 pm by WHC_Grassy
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WHC_Grassy
General Member
Since: Apr 20, 2005
Posts: 1426
Last: Aug 25, 2007
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Level 8
Category: CoD+UO Map + Mod Releases
Posted: Tuesday, Mar. 21, 2006 02:56 am
Ace008 writes...
Quote:
Nice work grassy, looking awsome. I have one question you said fast vis and full vis. What is the difference between them, obviously full does more but what is that stuff. Also does it lower the max vis count or raise it with a full vis?


No I said -fast Flare This will only do a single sample on sun settings and it's diffuse samples.
If you use -extra option it will do -modelshadow -sundiffusesamples x 10 (I think) and a few other additional settings, looks much nice but of course takes a lot longer.

Grassy

edited on Mar. 20, 2006 09:58 pm by WHC_Grassy
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Ace008
General Member
Since: Jul 22, 2005
Posts: 738
Last: Jan 3, 2009
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Level 6
Category: CoD+UO Map + Mod Releases
Posted: Tuesday, Mar. 21, 2006 01:05 pm
Ok thanks for telling me ,I would never have ran full vis if I din't know that. Does it raise or lower the vis size though? I can't afford to make mine much higher.
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Ricsta
General Member
Since: Jun 10, 2004
Posts: 933
Last: Nov 27, 2014
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Level 7
Category: CoD+UO Map + Mod Releases
Posted: Tuesday, Mar. 21, 2006 01:30 pm
that shot looks very nice grassy, it deffently gives it the mohaa feel, lol

I would also recommend getting sounds from mohaa for your map, i have about 8 in subpen, lol

Keep up the good work mate

R&R|Ricsta
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GlumBum2
General Member
Since: Sep 8, 2004
Posts: 224
Last: Apr 25, 2006
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Level 4
Category: CoD+UO Map + Mod Releases
Posted: Tuesday, Mar. 21, 2006 02:01 pm
I didn't mention this before, but Grassy, those lights on the far left by the crates (on the wall) loook gorgeous. I've been working on and off on an industrial map with lighting like that--do you think you could tell me what key/values you used for those lights (just intensity, radius, whatever). That would totally rock. This map looks so sweeti cant wait to pump it up in CoD!!! [wink]
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WHC_Grassy
General Member
Since: Apr 20, 2005
Posts: 1426
Last: Aug 25, 2007
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Level 8
Category: CoD+UO Map + Mod Releases
Posted: Tuesday, Mar. 21, 2006 09:45 pm
Ace008 writes...
Quote:
Ok thanks for telling me ,I would never have ran full vis if I din't know that. Does it raise or lower the vis size though? I can't afford to make mine much higher.


?? -extra used during Flare stage dosn't add to the vis data size, and you will need to use Full (not -fast) Vis on final compile anyway. I always use full vis from the start to keep an eye on the maps visdata size as it grows, that way you can see the benefit of detailing and portals. [thumbs_up]

Grassy
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WHC_Grassy
General Member
Since: Apr 20, 2005
Posts: 1426
Last: Aug 25, 2007
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Level 8
Category: CoD+UO Map + Mod Releases
Posted: Tuesday, Mar. 21, 2006 09:55 pm
Glumbum2, do you mean the small cage lights on the wall with the cables?

If so they are:
Model:
xmodel/mp_light_cagelight_white_on

Light:
Colour: white
Position: 20 grid units off the wall
Vlaues:
overbrightShift 1
light 10


Regards Grassy
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