Re: [0.9.3] Box of Horrors - A Compilation Mod v0.7.1 (SCP-0

#691
Kenneth crooker wrote:
juanjpro wrote:
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Removed the lamps since they don't go well with the HCZ. Also made the lights a bit reddish.
Seems legit. Lamp was a bit out of place.
The HCZ is a much better place for the tesla gates, I find it odd how the gates are in the same area as offices and the cafeteria. Evading :096: will be a bit easier now too.
:513: I've got a fever, and the only prescription is more 513! :513:
SCP-1341 is me in a jar! --->http://www.scp-wiki.net/scp-1341

Re: [0.9.3] Box of Horrors - A Compilation Mod v0.7.1 (SCP-0

#692
I could surely help with mapping since i've been getting deep into mapping for a good while now and i've got a few good projects going.
I do know 3DWS is probably a lot more limited with things so i will keep things simple.

I'll try to follow the guides to creating rooms and see if i can come up with anything. How does lighting and things like that work on 3DWS?
sup

roger copy bravo tango mango

Re: [0.9.3] Box of Horrors - A Compilation Mod v0.7.1 (SCP-0

#693
JungleKing16 wrote:Evading :096: will be a bit easier now too.
I won't be removing the tesla gates from the Entrance Zone, I'll just add variants to the Light Containment Zone and Heavy Containment Zone.
Irontaco wrote:I'll try to follow the guides to creating rooms and see if i can come up with anything. How does lighting and things like that work on 3DWS?
Light entities in 3DWS have some parameters to set the color and range (you can change these by pressing Shift+Enter while an entity is selected). Once you render the lights, you can see how the map looks like with one of the render modes.
Since 3DWS has no way to detect if there aren't any "leaks" in your map, the lights are only direct, there's no light bouncing.

Other point entities can be added by editing "entities.def" in the installation directory. You should add a "waypoint" entities in you map to enable pathfinding for your room. Brush entities can be added by using Shift+Enter while a brush is selected and adding a name and the parameters manually. "field_hit" makes a brush invisible ingame.

Re: [0.9.3] Box of Horrors - A Compilation Mod v0.7.1 (SCP-0

#694
Oh, by the way, here, i was thinking of this for the achievement icons. Silhouettes that represented the achievement. I trashed about in paint tool sai a bit and managed to draw some things in a few minutes.

For example, for the 106's face one (contained 106?) there could be this:
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In white:
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What do you guys think? I can make a lot of them probably.

And how about you guys insert your own achievements? Something like "beat the game under x time" or "never affected by smoke" etc etc
sup

roger copy bravo tango mango

Re: [0.9.3] Box of Horrors - A Compilation Mod v0.7.1 (SCP-0

#697
Irontaco wrote:-snip-
Interesting. Make a 64x64 icon like that for SCP-420 (first one in the achievement list so it's easy to test) and I'll shove it in and see how it looks.
juanjpro wrote:
Irontaco wrote:Tell me, is creating rooms for SCP:CB any similar to the Source SDK's Hammer? (If you know what that is, of course.)
Yes, it's similar. However, 3D World Studio does not optimize the map by itself (no visleaves, no automatic culling) and it's kinda buggy, especially when you try to undo.
Oh God, the amount of times I've gotten extremely annoyed at 3DWS for undoing a whole brush instead of a texture change.

I like how 3DWS does not, unlike Hammer, require the map to be "sealed" without leaks. Because then you have to search for the leak, even if it's 1x1 unit big and it's not visible to the player.
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Re: [0.9.3] Box of Horrors - A Compilation Mod v0.7.1 (SCP-0

#698
juanjpro wrote:...but I'm pretty sure this will work for Niborius and Kitteh6660.

This change allows interpolation to be disabled, giving a "sharper" image. Here's a comparison:
No interpolation:
Spoiler
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Default interpolation:
Spoiler
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IMO the default interpolation looks better, but I'd like to know what you guys think.
Make it a setting. 'Interpolation wizard', which is mandatory. You click 'determine interpolation', game writes the default as the second value.
If the game crashes, you load it, second value is already written, so it uses that.
If it doesn't crash, it rewrites to the first, then gives you an option to change to either as your system supports both.

Use crashes to your advantage to determine whether the system can run type 1.
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