I'd take it over, but I'm more of a playtester, I'm very bad at making decisions and stuff like that.
I'd take it over, but I'm more of a playtester, I'm very bad at making decisions and stuff like that.
those states are gonna be the categories our maps(cities) get put into, like Nuke_Canals into Nukachusetts.
just wanted to give anyone who cares some knowledge of the layout.
its to let the users know how development is going and what the theme of the map will be(hints towards nuclear power plant in the logo)
the boxes were originally added in Source SDK's Hammer map editor and i then used the physgun to place them that way
should i take a HDR screenshot of NukeCanals and post it here?
i do that, but tf2 cahracters have different sizes and thats the materials i use on SDK, meaning that the spawn looks un-proportionate at some times
theyre a very successful company, maybe they bought all those servers and then somehow bypassed going to the menu when switching servers.
didn't notice the comment, but i insert a physics entity while still in hammer, give it the model i want, and it's indestructible unless you allow damage to it, and health of course
i didn't even think of using it for our mod, usually i spot little things like them being able to run 200+ channels while being on Source Engine.
want to know something messed up? i've been playing Vindictus since Closed Beta and i didn't even tell the rest of the team about it being powered by Source
Most of the building is glass, all rooms have some sort of natural light source, and the roof is accessible by the main room.
i'm already working on a test map to try on GMod, but i keep making everything too big, so it might take a while.
Only be able to work on it when school isn't the next day, sorry guys, but i'll still be mapper.
you have no idea how much of a relief it is to stay with Hammer.
Didn't see your comment till now, how can the box texture suck? i was running with the highest screen resolution i have, 1680 x 1050 pixels.
the textures suck cause I have no games other than tf2, gmod, and portal.once we get the textures, i can implement it on an actual map for the actual mod.Oh, and the light on the building was just to see if it crashed garrysmod =D
Source is the only gaming engine i can map for, and maybe a little bit of re-skinning... and from what i hear, UDK will be mostly coding not mapping.
i say we work on code, and make one city, then let the community map the rest of the SimsLife world
I'm not a coder, but i think those functions will be available in a version eventually. Not sure about automatic timed salary tho...
Just find the maximum prop limit for a single server, divide that by 62, and you've got the prop limit. I've got a feeling this will be closer to GMod than we ever expected.
I didn't notice there was another comment... XD. Well, i haven't gotten any designs yet, so no clue.
it was an application map, i didn't have any design to follow, i just built what i felt like making.
i explained earlier, we have NO custom textures yet, and i usually use my tf2 materials for walls and such. brick seems like a fitting replacement for any custom wall texture
ill have to completely re-learn mapping now, -_-
i'd hate to give up on Source SDK for this, but it may take some time to compromise on the size of the maps, and how many servers we'll need to hold the entire "world" of our maps
what he's suggesting is that we make a city using Blender, then recreate it in Source SDK
have you tried check the map in source sdk? you know, for breaks in the map's wall or floor?a large map plus a break revealing non-skybox surrounded area can cause crashes
no offense, but the muzzle flashes are WAY too big for that little barrel(dark green guy)
the "bumps" above the wheels are for support, incase the wheels somehow smash against the top
NuclearDB
Kevin joined
I play Source games and mods, currently working on a mod called Sims-Life² with some other users.