Global Communications > Development Media
VC's Cartogratorium: Library
VC:
"The doorway on the left seems wider"
I noticed that but I haven't re-measured it yet. It could be the renderer, since GES and Source are very different in how they handle FOV, but the image matches up so well I'm not relying on that.
Edit: Fixed. It was the correct width, but it was one tile to the right, which made it look wider because it's more distorted at the edges of the view.
I may or may not bother with the ammo boxes. The most common 007 orientation is 90-degrees from Source and I'm not going to dick with rotating them all by hand.
0.225% is pretty good. Complex is going to be something like 104%; its base width is both very tight and it comes out as about 15-1/3 in hammer units so rounding down to 15 would make it even more claustrophobic, and rounding up means I'm actually on a natural (binary) unit for a change, which is very very nice when working the textures.
Sp1nn3y:
pretty sexy imo, i'd like to try this *cough*hinthint*cough*.. But all in all it's subtle.. clean.. i like it.. easy on the eyes..
VC:
Soon. I just need to finalize weapon placements (need to double-check my crates because they don't have numbers on them), clean up my player clips, and go through all the bullshit like building cubemaps (because Source 2009 can't do reflections as well as Unreal 1999 could) and packing in some easter eggage.
Jeron [SharpSh00tah]:
wow VC working with units of 16!? ITS A MIRACLE!
VC:
Not like it helps me much. Since Hammer is a shit and rounds to the hundredth, I can't have my 0.09375 scale factors unless I key the whole thing in manually every damn time. Which is shitty when Temple throws things like 0.205078125 at me.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version