A team of 16 students from each sister city build landmarks of their city, and then the two teams from both cities collaborate to build a bridge connecting the two cities--all in Minecraft, of course.
Commented 2 years ago2022-04-13 03:35:30 UTC
in vault item: Round-reset floodingComment #104327
This is a little late, but if you come back @Captain Terror I finished that water map we talked about. I have a new system for triggering the water and it works perfectly. I post it in the vault as KM_SM_Splash_Splash. Hope all is well old friend.
I like the aesthetic of the site. But I'm not sure I understand the purpose :). Is it for students from sister cities to get together and play in their minecraft worlds?
Commented 2 years ago2022-04-11 09:23:05 UTC
in journal: ModelsComment #104324
I took the easier path and will continue with these models I made. Like it can work cause high poly can look ugly at times. Also do anyone have an idea how to make an optimized texture storage for multiple eye textures? It was first gonna be uv offsetting but I got lost on that.
in my visual studio (using solokiller's hl updated sdk) i replaced if ( ulRGB == RGB_YELLOWISH ) with if (ulRGB == 0x00FFA000) and that seemed to do the trick as i was getting errors for some reason
Nice. I discovered the competition the Monday before it was due, but I still managed to get a nice map out in 3 days, with barely enough sleep. Now that I actually have time to polish this, my opponents will bitterly regret that an extension was given
On a more serious matter, are w_polys taken into account in the ruling? Because let's face it, big open spaces like this can only be optimized so much and I like my maps to be pretty.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
Commented 2 years ago2022-04-04 00:35:56 UTC
in vault item: ANTI-SkyboxComment #104307
The basic idea is correct but the "also better" example is flawed: If you jump up (in low gravity for example) then some of the cliffs you should be able to see are behind a sky brush. You should never allow the player to get in a position where brushes are positioned on the other side of the sky. It's illogical and often causes visual glitches
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
Hello there. A question from 2022 lol. So I install the map using the Drop method with the Gearbox and Valve folders, but Do I need the .VMF file (789sponge3.vmf)? If so do I just drop it into the "Common folder" where the Half Life folder is, along with Half Life 2 etc? That would seem to be the file structure, or is it not needed? It does look very cool though!
Commented 2 years ago2022-04-03 04:01:45 UTC
in vault item: fun_pitch-blackComment #104300
The map is not completely black. It's almost fullbright. False advertising.
That rainbow sign in the middle in the screenshot? It doesn't load. I think you included the wrong version of your WAD. WARNING: texture lump "-!?.-_m6" not found
Commented 2 years ago2022-04-01 15:20:40 UTC
in journal: ModelsComment #104295
I decided to follow some step-by-step tutorials and got a better hang on 3D. I also was afraid of the limits but the OG Xbox was a powerhouse in the past so I shouldn't be too scared of it. Not for what I'm trying to do for it. These models aren't perfect and I will make new ones for my game engine.
This map is actually one of the best maps i have ever played, but there are a few problems: 1. There is almost no interaction between the player and the map itself (Ex: Opening a door with a button that is in the other side of the map) 2. Optimization. The map sometimes kills my FPS entirely 3. Some lights seem to be placed/aligned in the wrong part of the map. Idk if its a technical issue, but its only happening on this map. Still, this is a very good map that i would definitely recomend
Commented 2 years ago2022-03-29 01:16:05 UTC
in vault item: lago (lake, sky)Comment #104283
I've seen you post of few of these now. These are very nice skyboxes. Thanks for the uploads! Hey if you have any night ones post them too!
Thanks! Unfortunately I don't have any at night, I don't know how to skybox at night, apart from the fact that the program I use is very limited (except terragen 4)
I added download links to ZHLT and VHLT but I think it would be better to have articles written about each compiler set and we could link to those articles instead. That way we could provide more information and keep the downloads in one place whenever we need to refer to ZHLT or VHLT
After hours of optimization i went down from a max of over 5000 to slightly under 4000 but going lower is flat impossible.
Bless the func_detail though.
Cheers.
On a more serious matter, are w_polys taken into account in the ruling? Because let's face it, big open spaces like this can only be optimized so much and I like my maps to be pretty.
Texturing — 10
Ambience — 10
Lighting — 10
Gameplay — 10
The competition page is correct.
Was the deadline moved or is the countdown bugging?
I wouldn't want to miss it on the account that I may have more time.
Cheers.
Texturing — 10
Ambience — 10
Lighting — 9
Gameplay — 9
1. There is almost no interaction between the player and the map itself (Ex: Opening a door with a button that is in the other side of the map)
2. Optimization. The map sometimes kills my FPS entirely
3. Some lights seem to be placed/aligned in the wrong part of the map. Idk if its a technical issue, but its only happening on this map.
Still, this is a very good map that i would definitely recomend
Unfortunately I don't have any at night, I don't know how to skybox at night, apart from the fact that the program I use is very limited (except terragen 4)