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Thread: Halo Beaver Creek Alpha Mod for Iris

                  
   
  1. #31
    DCEmu Coder BrooksyX's Avatar
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    Quote Originally Posted by gunntims0103
    wondering in this modding thing can you mod the skins of your players like create a player mod to make your character look like master chief or somthin
    yeah there is a guy who is making a mod with master chief and blood gulch. There is an alpha release somewhere around here.

  2. #32
    DCEmu Legend gunntims0103's Avatar
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    Quote Originally Posted by BigMace
    yeah there is a guy who is making a mod with master chief and blood gulch. There is an alpha release somewhere around here.
    good to know all the iris mods are scattered around the site were can i find them all........how many are out now

  3. #33
    DCEmu Coder BrooksyX's Avatar
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    just find a post by produkt and click on his signature there should be a link that says something about iris files and you should find it there

  4. #34
    DCEmu Old Pro V3N0M's Avatar
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    Intresting...

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    Hey had a quick check of the map. Few sudgestions

    1) Flag your sky for skybox/sky tag. This will allow my engine to detect it and not render the surface (there is a skybox rendering behind the map.

    2) Map could use some more deformation (i'm still trying to fix patch surfaces for making ridged or curved geometry).

    Thats about it. Looks nice, sorry about the clipping issues (still trying to find the bugs).

  6. #36
    PS Beta Tester & Mod DPyro's Avatar
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    Ok I finally got around to testing it...A few tips:
    1) Make sure theres no leaks (the sky isnt fully closed)
    Also note, have all the textures even with each other and no overlapping.
    2) For water, use a water texture (textures\liquids)
    3) For now, iris doesnt support doors opening so theres no point in having a door in the back of the building

  7. #37
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    Quote Originally Posted by $n!pR
    Ok I finally got around to testing it...A few tips:
    1) Make sure theres no leaks (the sky isnt fully closed)
    Also note, have all the textures even with each other and no overlapping.
    2) For water, use a water texture (textures\liquids)
    3) For now, iris doesnt support doors opening so theres no point in having a door in the back of the building
    3) Are they doors? I though they were attempting portals (since he would have gone though doors).

    Also yeah I forgot. If the debug output states "There is No VIS" it means your map has a leak. Vis or Visabiltiy System helps optimise rendering speed by letting it know what parts can be scene at each location. This helps cull alot of geometry that is not visable.

  8. #38
    DCEmu Coder BrooksyX's Avatar
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    Quote Originally Posted by PSmonkey
    Hey had a quick check of the map. Few sudgestions

    1) Flag your sky for skybox/sky tag. This will allow my engine to detect it and not render the surface (there is a skybox rendering behind the map.

    2) Map could use some more deformation (i'm still trying to fix patch surfaces for making ridged or curved geometry).

    Thats about it. Looks nice, sorry about the clipping issues (still trying to find the bugs).
    1)Going to have to learn how to do that.

    2)Already Taken care of the flatness of the map. I should have update up by tonight or tommorow. There is just a few things I want to add before i do.

    Sniper: The purpose of the door is for the teleport from one side to the other. By the way Psmonkey, do you think you will support teleporting?

  9. #39
    DCEmu Coder BrooksyX's Avatar
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    Quote Originally Posted by PSmonkey
    Also yeah I forgot. If the debug output states "There is No VIS" it means your map has a leak. Vis or Visabiltiy System helps optimise rendering speed by letting it know what parts can be scene at each location. This helps cull alot of geometry that is not visable.
    Yeah I was going to ask you what that meant. Ill try to fix that too.

  10. #40
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    Quote Originally Posted by BigMace
    Sniper: The purpose of the door is for the teleport from one side to the other. By the way Psmonkey, do you think you will support teleporting?
    Maybe, It would be nice but not sure when I will add them. It might be restricted to a more old style q1 teleport (there be an image inside it) vs q3/4 style (seeing a window into where you would come out at).

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