Canada has a strange reputation in the US, but I often get the mental image of Canada looking down on us with hands on it's hips and shaking it's head as the US runs around like a naked, drunken frat-boy.
And don't worry, this was a curiosity call on "all" Dragons who may be watching me, although there are a few in paticular I'd like to hear from.
hmm huge hole in the ground . . . oh yew mean heat central O.o lol
if thats the case then yus, i live in the middle ish of this lovely, *sic* state lol, so f yew live in the lowest state in the us then yep, were close lmto
Come up here, I have a lot to show as well. Although if I had a choice, I'd be somewhere else. Some nice forested valley, with a blue lake gathered between the hills, and a river running through it.
This desert landscape doesn't suit me.
Aw. Poor dwaggie. I admit that I'm not playing the game any more, but level design is fun.
I'm learning fast, though optimizing visleafs still escape me. Seems that no matter what I do I end up with too many or with too many interconnections. Or something that's completely worthless for cutting rendering costs (i.e. all brushes are being rendered all the time).
I think though that if I can design the level I'm working on right I could maybe use the same idea for a Team Fortress 2 map. The part that would make it truly interesting I haven't tried to model yet, but only because the basic geometry is giving me such hell with the visleafs.
I've been tinkering around with skinning objects in TF2 and HL2. I couldn't get the grasp of modeling, but I'd love to try designing a level sometime. It would be a fantastic challenge.
Modeling is "constructive solid geometry." That is you add and subtract solids from each other. You can only use "convex" shapes and you can mess with verts directly.
So it's not hard. But optimizing things is a bitch; I have a 2 to 3 hour compile time...
I tried to do some item/character modeling in Maya, and it was a heck of challenge. I didn't get a sing useful thing, other then the realization that maybe Maya wasn't the best tool to be learning on.
Marathon was suprising complex for its time. Variable water levels, invisible switches, altho one of the fun things was that liquids were confined to shapes. so you could in fact have a tower of water in the middle of the map that you could jump into the side of, swim across, and jump back out of.
I've seen "water towers" like that in a bunch of different games, and they never cease to be fun.
There was a TF2 map recently that used one as a kind of staircase to swim up to a higher level.
Once we master force-field technology, floating, open pools like that will be all the rage.
Now I feel bad, You dragons have such a strong community feel running throughout. I'm a fox and we don't really have any connection to each other. BTW, shouting out from the "holy crap its hot state".
Don't feel bad - the whole fandom is a community. "Birds of a feather" may be true in some way with a selection of species, but that comradeship is not limited to species. We're all Furries (or at least I think we are).
D.O.P.R
D.O.P.R
D.O.P.R
Canada has a strange reputation in the US, but I often get the mental image of Canada looking down on us with hands on it's hips and shaking it's head as the US runs around like a naked, drunken frat-boy.
And don't worry, this was a curiosity call on "all" Dragons who may be watching me, although there are a few in paticular I'd like to hear from.
D.O.P.R
D.O.P.R
if thats the case then yus, i live in the middle ish of this lovely, *sic* state lol, so f yew live in the lowest state in the us then yep, were close lmto
D.O.P.R
D.O.P.R
D.O.P.R
...you're just too far away to chase...
D.O.P.R
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D.O.P.R
Would have been funnier (maybe) if I had used the correct spelling of "half"
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Woohoo!
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This desert landscape doesn't suit me.
D.O.P.R
D.O.P.R
:3
I'll never forgive you... He was my little brother.
D.O.P.R
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D.O.P.R
<..<
>..>
Uh. Been designing a level for L4D.
>cold shoulder<
D.O.P.R
I'm learning fast, though optimizing visleafs still escape me. Seems that no matter what I do I end up with too many or with too many interconnections. Or something that's completely worthless for cutting rendering costs (i.e. all brushes are being rendered all the time).
I think though that if I can design the level I'm working on right I could maybe use the same idea for a Team Fortress 2 map. The part that would make it truly interesting I haven't tried to model yet, but only because the basic geometry is giving me such hell with the visleafs.
D.O.P.R
So it's not hard. But optimizing things is a bitch; I have a 2 to 3 hour compile time...
D.O.P.R
D.O.P.R
There was a TF2 map recently that used one as a kind of staircase to swim up to a higher level.
Once we master force-field technology, floating, open pools like that will be all the rage.
D.O.P.R
And model making isn't really something that's worthwhile.
My Draconic brethren!
D.O.P.R
I might have been through Indiana at one point, but if I did, I don't remember anything of it.
D.O.P.R
D.O.P.R
D.O.P.R
Still, all those beautiful trees...
D.O.P.R
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.............where am I
D.O.P.R