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ChopBam

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Everything posted by ChopBam

  1. Hey everyone! On the old forum system, people could upvote and downvote posts, which could lead to potential trolling, especially since it also went to people's profiles, which in turn could go to their heads. Only moderators/admins could see who upvoted and downvoted posts. On this new W3D Hub forum, downvoting has been removed, and only upvoting is allowed in a Facebook-like system of positivity and general goodness! So, my question is, can regular users now be allowed to see who's upvoted posts, in a fashion that's also similar to Facebook? I can't see the harm in it, and it also seems kinda pointless to allow people to upvote if nobody below moderator status can see who likes their posts! I've always personally found it intriguing to discover who likes what. Anybody with me?
  2. The Gamestop one? Or something else? I enjoy my job editing wedding photos full time for a photography business. Basically I use Lightroom most of the time and Photoshop occasionally. I manage all the files and handle our hardware/software as well. Love my co-workers and boss, and I get to go to cool locations sometimes and actually shoot when I'm needed. Can work from home any day that I want! Only problem is I don't quite get paid as much as I'd need to feel comfortable.
  3. Granted, but you move to California where there is no snow or rain. I wish pie & ice cream would appear in front of me whenever I craved it.
  4. Granted, but the stuff turns out to suck. I wish I had an incorruptible wish.
  5. I joined in for two games and got owned, but gosh it was fun.
  6. Granted, but it's due to a great tornado so you must huddle in the shelter instead. I wish I could clone myself ten times to get more work done!
  7. Yes, on the vehicle's object settings in LevelEdit.
  8. There is an in-game modifier button that toggles this too; it defaults to your V key! As for entering, there are zones placed around your vehicle for entering and exiting. Try looking in your vehicle's object settings. I don't remember what the specific tab is called, though.
  9. I will be 28 ten days from tomorrow!
  10. This guy. I'm here because I enjoy playingbreaking these games. Fix'd.
  11. Yeah, if the vertices are still there, the extra triangles are still there, even if the edges aren't showing up in Max. It'll register the polys as n-gons, which aren't ideal and don't reduce detail.
  12. Yes, you can remove edgeloops and their connected vertices in Max 8. I actually don't know if you can use any of the same shortcuts that ACK mentioned, but you can select your edge, hit "loop," Ctrl click on vertex mode to convert your selection to vertices. Go back to edge mode, "remove edges," go back to vertex mode, "remove vertices."
  13. The reason the barrels and things are tiles is because they have been set up with LOD. You can export the interior and exterior together; they don't need to be separate. Should fix the scaling issue, hopefully? Also consider that your units setup might be different somehow.
  14. I'm quite sure that the building interiors are proxied in, but they're considered terrain, rather than tiles. As far as your exterior and interior, did you create them from the same file to ensure that they naturally fit with each other's sizes?
  15. Granted, but it has rabies and scratches you. I wish I had the best job ever!
  16. Nothing compared to my 8000 missing posts!
  17. You will get an update that contains the juggernaut. At some point.
  18. Except for enough programmers to do the work.
  19. The current server is a US server.
  20. Hourglass is the only map which causes that, and you're the only player experiencing that. So the performance problems you're experiencing must be the result of putting two bad things together.
  21. Then I'd say that's a problem with your computer, since I've never experienced anything close to that.
  22. It's almost as if we built our own engine. Will they be able to drastically improve W3D's efficiency because of this? Better graphics are always nice, but AFAIK it's been putting a lot of strain on the engine and pushing it beyond what it was designed to handle (mainly with textures and particle effects), resulting in more lag, lower FPS, more crashes, etc., for people with less-than-ideal hardware, even with all of TT's previous engine-improvements. Gamma 2.0 was an example of this, while certain maps (Hourglass) have become infamous for freezes and crashes. The other day, I reduced the number of draw calls on Hourglass by a large amount. This alone should help performance there.
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