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gmr_ldt_abstract_ass REVISION


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#41 Showfur

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Posted 09 July 2013 - 05:32

I've gone ahead and finished up the 4th section. It has more going on than the pictures actually show.

http://cloud-2.steam...00C6CF18C81179/

http://cloud-2.steam...A202F0EB80A72B/

The disks rotate at various speeds while invisible, stationary disks allow you to drive across without interference or being pushed off. The rotating disks are entirely non-solid.

The concrete pipes bounce around thanks to a trigger_push box setup (1 on each wall, floor, and ceiling).
Falling off you will be killed by the trigger_kill before even touching the trigger_push.

Periodically there is a 7th trigger_push that will shove the concrete pipes upwards and off, then turn back off after 4 seconds (this trigger_push DOES NOT affect anything other than the concrete pipes).

And of course the flowing water flows in various directions other than down.

Track time is about 1 minute and 10 seconds. If anyone would like, I can tack on an extra stretch for the end to bring the time to roughly 1 minute and 20 or so seconds.
What, I don't think my handwriting can be done through typing, you know.

#42 Bamboy

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Posted 09 July 2013 - 05:39

Looks awesome!
I just don't want to fall through the floor because I no-collided with other cars.
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#43 Showfur

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Posted 09 July 2013 - 05:45

I already said there is an invisible disk in each so that doesn't happen. 2 disks: one rotates and is non-solid, the second is solid and invisible.
What, I don't think my handwriting can be done through typing, you know.

#44 Pandaboy

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Posted 10 July 2013 - 02:31

edit: nvm read something on the 1st page and thought it was the last post haha xD

#45 Showfur

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Posted 11 July 2013 - 21:07

Last batch of screenshots. This is the jeep test and wait area. No you don't get to watch the track. That ruins the MAGIC!~

http://cloud-2.steam...88F79A6364D09B/

http://cloud-2.steam...1B6834DFA23F01/
What, I don't think my handwriting can be done through typing, you know.

#46 Camo

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Posted 12 July 2013 - 14:25

Fix the lightning so the scoreboard doesn't illuminate that much since it will be barely visible

#47 BOT Dan

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Posted 12 July 2013 - 14:44

And get the new LDT Logo Hammer File. :D


OgsQ4SS.jpg

76561198054105945.png


#48 Hardcore Bob

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Posted 12 July 2013 - 16:31

I think this is an issue for Psy rather than Showfur; it's ridiculous that scoreboards just break on any map with HDR.
Any good map should have HDR...

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#49 Showfur

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Posted 12 July 2013 - 17:19

Well if you look at the board for more than a few seconds directly, you can see it much more clearly.
What, I don't think my handwriting can be done through typing, you know.

#50 Psycix

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Posted 12 July 2013 - 17:37

Yeah that's the whole thing about HDR, it'll adjust.

LDT is LDT.


#51 Hardcore Bob

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Posted 12 July 2013 - 19:57

Still, I'm sure this can be fixed, globally.

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#52 Psycix

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Posted 12 July 2013 - 20:35

Fix?
Tell me what is broken.

LDT is LDT.


#53 Hardcore Bob

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Posted 12 July 2013 - 21:42

It's not necessarily broken, but it's an entity that's unnecessarily using HDR while it could be using LDR.
In Hammer you can tell entities to use different lighting settings so I'm assuming Lua has a way of doing it as well.

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#54 Psycix

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Posted 12 July 2013 - 22:55

Its 3D2D drawn with lua. It's not even a texture face.

LDT is LDT.


#55 Pandaboy

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Posted 13 July 2013 - 12:47

Dark background with bright text on HDR maps...? Not sure if it would look good, or fix the visibility of the scoreboard. Just an idea to remove the extreme brightness

#56 Psycix

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Posted 13 July 2013 - 12:52

If your map is very bright (lighting wise, not texture wise) and you want to aid reading the scoreboard, make it white/light around the scoreboard so that HDR tunes you down when you look at it.
Putting black around the scoreboard will cause your HDR to go up and the scoreboard may get overly bright.


Or just have it inside with less light.

LDT is LDT.


#57 Ministry

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Posted 04 October 2013 - 20:57

SLIPPERY
That Australian guy!




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