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Author Topic: Modular Mesh Approach To OA Mapping  (Read 2360 times)
Joshua
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« Reply #25 on: August 27, 2011, 02:10:34 pm »

Quote from: Nubstrike
I'm kind of new with radiant, which format do you use for these meshes?

The meshes are .ASE format.
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Joshua
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« Reply #26 on: August 28, 2011, 10:04:42 pm »

Just a very small update(so you don't think I've forgotten):



Playing around with making alpha mapped fences. They are just a shader + simple patch mesh. I haven't had much time lately to work on the map.  Undecided
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"The only thing to do with good advice is to pass it on. It is never of any use to oneself."
-Oscar Wilde
Joshua
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« Reply #27 on: September 01, 2011, 10:59:25 pm »

Played around with multi-material meshes to see if I could package clip/hint hulls with the .ASE models. So far the results aren't quite what I was expecting. I have the multi-material part working just fine, but the player clips don't seem to function correctly(they don't draw, but they don't clip).  Undecided
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"The only thing to do with good advice is to pass it on. It is never of any use to oneself."
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« Reply #28 on: November 19, 2011, 09:20:51 pm »

It would be a great idea to create a real map with this method.
I was playing dm6ish and oa_dm6 today, and thought that a remake with this method would be a great idea.
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Joshua
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« Reply #29 on: November 23, 2011, 08:12:39 pm »

Thanks for the encouraging words. I'll give remaking a map some thought...
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"The only thing to do with good advice is to pass it on. It is never of any use to oneself."
-Oscar Wilde
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