Mapping, mapping, mapping, modeling?! Wahnsinn psp - round 24. Love - Valve.

Comment History  (0 - 30 of 391)
Ju[s]tice
Ju[s]tice Jul 13 2014, 6:04pm says:

Really solid looking map, nice one!!:)

+1 vote   media: Castle Map (PSP Version)
Ju[s]tice
Ju[s]tice May 22 2014, 8:39am replied:

you must be joking.. You don't even know how much time it takes to make everything in proper clean way.

+2 votes   media: Time for some screenshots!
Ju[s]tice
Ju[s]tice Apr 13 2014, 4:50am says:

What about auto visgroups? (sky, hint and skip, trigger, clip, func, models possibly)?

+1 vote   group: Jackhammer: My Favorite Level Editor
Ju[s]tice
Ju[s]tice Apr 11 2014, 3:59pm says:

Vis groups are suppose to 'save'. I mean when you hide certain group, it should be hiden even after hammer restarts?

+1 vote   group: Jackhammer: My Favorite Level Editor
Ju[s]tice
Ju[s]tice Apr 6 2014, 3:31pm says:

Jackhammer: My Favorite Level Editor. - Yes, this is accurate :).

+2 votes   group: Jackhammer: My Favorite Level Editor
Ju[s]tice
Ju[s]tice Apr 6 2014, 3:30pm says:

500

+1 vote   member: Ju[s]tice
Ju[s]tice
Ju[s]tice Mar 17 2014, 2:01pm replied:

Actually, I m amazed :)

+3 votes   game: Solitude Reborn
Ju[s]tice
Ju[s]tice Mar 17 2014, 1:52pm says:

FAKE!.

+2 votes   game: Solitude Reborn
Ju[s]tice
Ju[s]tice Feb 9 2014, 2:42pm replied:

yes, it's either func or trigger. Another one I noticed: if you rotate model using any or every of 0 0 0 (except middle one) if you try to move model using 2d grid it rotates oposite way, when you move it again, it goes back to the way it was, so it's kind of weird.

+1 vote   group: Jackhammer: My Favorite Level Editor
Ju[s]tice
Ju[s]tice Feb 9 2014, 11:51am says:

there is this bug: sometimes hammer places random entity from the map at 0 0 0.

+1 vote   group: Jackhammer: My Favorite Level Editor
Ju[s]tice
Ju[s]tice Jan 26 2014, 5:19pm replied:

Ditch that, got it sorted out, although not entirely here is the bug we get, again (quake mdl) Postimg.org Second small issue would be vis groups reset after closing and loading up hammer, if some of them were insivible, they become visible.
Third thing, I got really exicted when I noticed 'draw sizing info' for 2d view, I thought: oh boy finally I ll have sizing numbers in 2d view's when sizing a brush, but it's not working, or it's not what it's about. I would love if you could consider fixing this. Lots of love :D. Thanks for awesome tool to work with!..

+1 vote   group: Jackhammer: My Favorite Level Editor
Ju[s]tice
Ju[s]tice Jan 26 2014, 4:51pm says:

Hey, just downloaded, started using and I want to ask right away, is there a way to load props models in editor (quake mdl), been using vhe for quite a while, it's getting rather old seeing 16x16 entity squares insted of actual models.

+1 vote   group: Jackhammer: My Favorite Level Editor
Ju[s]tice
Ju[s]tice Jan 26 2014, 4:46pm says:

This is really awesome my friend! NZP team says thanks!

+3 votes   article: Jackhammer: new cross-platform level editor (public alpha)
Ju[s]tice
Ju[s]tice Dec 26 2013, 7:01am replied:

yes

+2 votes   media: Detailmapping (Final)
Ju[s]tice
Ju[s]tice Dec 14 2013, 3:39pm replied:

It matches my eyes too.

+6 votes   media: Something
Ju[s]tice
Ju[s]tice Dec 7 2013, 10:27am says:

thanks

+1 vote   media: Sneakier peak :D
Ju[s]tice
Ju[s]tice Dec 6 2013, 8:07am replied:

because it's weird kurok transparency, trust me I m not a big fan of it too.

+1 vote   media: Sneakier peak :D
Ju[s]tice
Ju[s]tice Dec 6 2013, 8:06am replied:

maps were too big for the heights we had (view used to be quakish) and model tiny because of that, now everything is really spot on, hl sizing is looking really really good.

+1 vote   media: Sneakier peak :D
Ju[s]tice
Ju[s]tice Dec 5 2013, 2:22pm replied:

tiles now are 0.50 in scale, walls regular 1.00

+1 vote   media: Sneakier peak :D
Ju[s]tice
Ju[s]tice Nov 22 2013, 4:14pm says:

nice sun light mabuse, nice sun light :D

+2 votes   media: Hospital / Asylum MP Map (WiP)
Ju[s]tice
Ju[s]tice Nov 22 2013, 1:57pm replied:

I don't know anymore :(

+1 vote   game: Nazi Zombies Portable
Ju[s]tice
Ju[s]tice Nov 21 2013, 1:33pm replied:

Tom is me lol

+2 votes   game: Nazi Zombies Portable
Ju[s]tice
Ju[s]tice Nov 15 2013, 10:18am says:

This is also activated for nzp, thanks to mabuse :)

+2 votes   media: Halflife Rendermodes on PSP!
Ju[s]tice
Ju[s]tice Oct 23 2013, 3:13pm says:

unique

+2 votes   media: Colt Revolving Rifle
Ju[s]tice
Ju[s]tice Sep 15 2013, 4:36am replied:

You Better not trick me :()

+2 votes   game: Nazi Zombies Portable
Ju[s]tice
Ju[s]tice Sep 12 2013, 1:26pm replied:

exactly :)

+1 vote   game: Nazi Zombies Portable
Ju[s]tice
Ju[s]tice Sep 11 2013, 12:07pm says:

all the way down, just because you forgot to flush that thing :-}

+1 vote   media: New Anims part 1
Ju[s]tice
Ju[s]tice Jul 22 2013, 2:55pm replied:

lol, surely I do much more.

+1 vote   game: Nazi Zombies Portable
Ju[s]tice
Ju[s]tice Jul 19 2013, 3:01am replied:

Last time I checked my name wasn't either one of them:p

+2 votes   game: Nazi Zombies Portable
Ju[s]tice
Ju[s]tice Jul 18 2013, 5:07pm replied:

you see it wrong, it's not take over, it's more like just help, game is very much mine as much as blubs and jukki's.

+2 votes   game: Nazi Zombies Portable
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