Forum

ASSIST, AMERICA'S ARMY COMMUNITY - RELIVE THE GLORY DAYS OF AMERICA'S ARMY 2.5

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Spanky

Pages: 1 ... 148 149 [150] 151 152 ... 564
2236
Introductions / Re: Hi guys!
« on: Sunday, August 25, 2013, 19:17:24 PM »
Welcome. Do you have any examples of your work? We're always looking for people to contribute things to the game.

2237
General Chat / Re: New Console Font
« on: Sunday, August 25, 2013, 17:45:58 PM »
Pretty sure it would take more work than it's worth to re-do that. ELiZ would basically have to write a whole new HUD with weapon, ammo amount, nade amount, health meter and all of that. Pretty sure of that anyway.

2238
General Chat / Re: New Console Font
« on: Sunday, August 25, 2013, 16:48:31 PM »
I like it. I'm always running out of room for text.

2239
mAAp Project / Re: Simple Questions in the Editor
« on: Sunday, August 25, 2013, 16:37:33 PM »
If it weren't for all the light bleed, all the walls would be unlit like that because AmbientBrightness = 0. The lights in that room weren't lighting the room walls at all.

2240
mAAp Project / Re: Simple Questions in the Editor
« on: Sunday, August 25, 2013, 16:06:13 PM »
The lights causing those walls to be overbright are the ones in the room below with the knocked over vending machines. They're simply leaking through the walls (again, maybe a product of how the walls are built). Use more AmbientBrightness and lights with less radius.

Saved a copy of the fixed map to Dropbox so you can see.

2241
mAAp Project / Re: Simple Questions in the Editor
« on: Sunday, August 25, 2013, 15:56:42 PM »
Delete all the lights in the room and set AmbientBrightness. If the walls are still bright, other lights are casting onto it. It could just be how you're building the BSP.

2242
mAAp Project / Re: Simple Questions in the Editor
« on: Sunday, August 25, 2013, 15:00:34 PM »
AmbientBrightness in ZoneInfo. None of those rooms are using it. For whatever reason the lights in the room are bright on the other walls but not the dark one. Balance it out with the ambience and see where to go from there.

That's also a great way to edit lighting instead of using light actors. You can set the tone/color of a room and the brightness. Then just add a few spotlights in key areas to bring out the detail.

2243
mAAp Project / Re: Simple Questions in the Editor
« on: Sunday, August 25, 2013, 14:17:30 PM »
Send it to Dropbox, let me take a look.

2244
News / Re: Cup match livestream
« on: Sunday, August 25, 2013, 12:38:06 PM »
Normally I don't give AA videos a second look but you guys put a lot of effort into this, it was nice to see that for the cup. I watch a bit with my coffee and enjoyed it. GJ Kari, Pegasus and all those that played. Keep it up and you just might draw in some more players.

2245
mAAp Project / Re: [mAAp] Pipeline - Maintenance Tunnels
« on: Sunday, August 25, 2013, 12:36:43 PM »
Not sure if I can do that neatly, will give it a go though!

2246
News / Re: Army Combat Uniform (Digital Camo)
« on: Sunday, August 25, 2013, 12:26:09 PM »
What do you mean, I have all my settings on highest?
Didn't think I would get attitude for a suggestion

Wasn't trying to give you attitude, I was just thinking that most people seem to play on low settings and with that, the textures get blurred and I could see how they'd be difficult to discern from other ones.

2247
mAAp Project / Re: Simple Questions in the Editor
« on: Sunday, August 25, 2013, 12:21:26 PM »
Might just be the texture. Dark textures are hard to see light. Also, you'd need to raise the lightmap setting. Also check if SpecialLit in F5 settings after selecting the surface.

2248
mAAp Project / Re: [mAAp] Pipeline - Maintenance Tunnels
« on: Sunday, August 25, 2013, 02:13:54 AM »
I find that using a light with low brightness and radius gives good ambient lighting but no directional lighting. For that, you need a directional light that does the job of the spot on the floor. Take a look, it's pretty simple. There's 3 light actors for each light. The last is just the haze corona.

2249
Honor Claims / Re: Honor Claim
« on: Sunday, August 25, 2013, 01:08:46 AM »
Since the other admins haven't bothered with this, I've granted you 65.

2250
mAAp Project / Re: [mAAp] Pipeline - Maintenance Tunnels
« on: Sunday, August 25, 2013, 01:05:03 AM »
Latest view of main pump obj:

Pages: 1 ... 148 149 [150] 151 152 ... 564

Download Assist

×

Download Game Client

Important: Battletracker no longer exists. However, old Battletracker accounts may still work. You can create a new 25Assist account here

Download Server Manager