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Everything posted by ChopBam
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*reads Einstein's mind* Yep!
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I like to be a sneaky (see the radar). Holding this hill could be worth it for the Allies. ITT I'm a decent sniper but only when nobody important is watching. Camos Canyon Shenanigans Cargo truck racing! Reaching out, into other worlds! *queue weird Eastern yodeling*
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I can sympathize with the question regarding alternate servers, because I'm on the other side of the world and suffer a higher ping, but it's playable, and I side with the idea that we shouldn't split up the community beyond what is necessary.
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The left side of the perspective viewport looks like it's shaping up! The rest of the sides resemble my first test map. You might want to try your map out ingame, even in its early stages, to see how well the terrain in W3D will work as you desire. You're welcome to apply a quick texture, UVW map, and collision settings; followed by a LE export with only the basics needed to test what you want. I do this every time I'm working on a map. The reason I do this, is that sometimes things look a lot different in 3DS Max than they will ingame, so I'll check often to make sure I don't waste a lot of time building things around a mistake.
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I used to think the same way, but considering how easily a single player can exploit most defenses, I've distilled this issue down to preference. If players are lazy in defending and repairing, then they'll lose their defenses, and subsequently, their base.
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I also got a screenshot of the clone truck but clearly you got to posting it first.
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True enough. In a perfect world, VIS would be able to set itself up automatically, as it does in newer games.
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If ALL meshes of the same material were merged, VIS would be much less effective.
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I look forward to seeing how it pans out!
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Yeah that can be real tricky.
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Idea Launcher suggestions and bug report
ChopBam replied to Plokite_Wolf's topic in W3D Hub Discussion
As far as I know it creates some registry entries too, so... -
HI GRENDIES!!!
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"Adding definition to terrain that's already there" covers things like fixing lightsolve problems, areas with too low of a poly resolution, and traversibility issues. I would argue that extrusion is the best way to create well-shaped terrain, and fixes all sorts of problems before they occur.
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I know someone in our community ran it on a 4k resolution, but I'm not sure how to set that up. Maybe manually in engine.cfg?
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I honestly wouldn't use the cut tool to shape terrain (extruding cliffs, etc) unless you're adding definition to terrain that's already there. Manual extrusions is time-consuming but the best way, as it allows you to create exactly what you want. The flatter ground's edgeflow should complement the cliff shape.
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Couldn't it also be a problem with the power supply/battery? Even if it fires the fans up, that doesn't mean it's working perfectly at firing everything else up.
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For Your Information My Lovely, Yet Chaotic Life.
ChopBam replied to MPRA2's topic in Off-Topic Discussion
Best wishes, man. We're rooting for you here. -
This raises another question. What if they're all lying to save face? D:
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"Greatest APB strats" Am I doing it right?
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Bibble's Handbook for the Cleverly Deranged contains a good deal of life pointers.
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Happy birthday to our very own pushwall!
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There's already a falling platform that animates if you wander too far behind the Allied barracks.
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Thanks for your comments on KOTG. The idea behind the side tunnels on Fissure is the ore silos, but you're right. If those are prioritized too much, a bull rush down the middle can take the barracks.