Screenshots of what you're doing

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

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Sat Dec 15, 2007 10:01 pm

  • I swear, as soon as that is released, every single person's handle is going to be rendered unreadable.
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    torus
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Sat Dec 15, 2007 10:16 pm

  • Div, great work!

    Could I suggest something? the crosshairs are a bit hard to see (well maybe for some) I'd suggest highlighting the background a different color, or changing the color of the crosshair.

    Also is there a color picker for the text. I see the color picker for the player but none for text. Wouldn't that stuff up the special characters to, because you need a color in front of them (if the are at the start).

    I do love the character picker, but unfortunately that removes the need for sites like mine... :( Oh well, I suppose it's better because it helps the community grow because It's easier then going to a site or into your files.
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Sat Dec 15, 2007 10:52 pm

  • torus wrote:I swear, as soon as that is released, every single person's handle is going to be rendered unreadable.


    No, it is a good noob marker. You'll recognize the good players by being able to read their names :P

    As for a name color picker - I want the color codes to stay visible, because it has less oddities that way (like, odd blinking if the cursor is in the middle of a color code, or randomly accululated color codes to make a more colorful SPACE, such stuff). Also, the screen already is low on space in the left column, but there isn't anything in the left column I can put in the right (currently, the left column is basically the "what others can see" column).
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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    divVerent
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Sun Dec 16, 2007 2:49 am

  • lei - I really like that machine gun modification, it's simple but it adds so much to the visual appeal. Also I noticed the mod support in svn, looking forward to getting new tracks in the game from that.

    div - that menu is so good, I can't wait to use it in-game. Do you have an idea what you want to do with the main menu yet?
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Thu Dec 20, 2007 10:35 pm

  • Some very alpha shots of a map that progresses very very slow due to rl-stuff ;)

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    bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
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    Strahlemann
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Fri Dec 21, 2007 12:35 am

  • div

    How about a checkbox for first / third person (chase cam) and fog on / off?
    Last edited by Spaceman on Fri Dec 21, 2007 3:48 pm, edited 1 time in total.
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Fri Dec 21, 2007 12:38 am

  • Strahlemann

    That's a fine looking place :)
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Fri Dec 21, 2007 9:52 am

  • Strahlemann, all those pillars on top, can you stand on them or are they playerclipped like farewell?
    Looking really nice, this type of :idea: ing makes a lot of realism.
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    Rad Ished
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Fri Dec 21, 2007 12:30 pm

  • you can stand on top of them at the moment.
    It definitely needs some gameplay-testing to decide whether i should clip them or not.
    bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
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    Strahlemann
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Fri Dec 21, 2007 1:19 pm

  • I just volunteered for testing this map.
    Gimme gimme gimme :D
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    Rad Ished
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Wed Dec 26, 2007 3:33 am

  • A model I was thinking about adding as a custom player model.

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    I don't think I'll even bother adding it as a custom player model for two reasons.

    1. I didn't realize the amount of joints needed
    2. It's not very good...

    I think I'll just play around with it.
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    shaggy
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Wed Dec 26, 2007 3:47 am

  • My attempt at making a model for Nexuiz. I have no intention for working through how to animate it though, so it was just for fun. Maybe I'll stick it in a map as an easter egg. :shock: About 1800 tris.

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    Image
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    torus
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Wed Dec 26, 2007 6:01 am

  • Wow. That looks good.

    What program did you use?
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    shaggy
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Wed Dec 26, 2007 6:11 am

Thu Dec 27, 2007 1:26 am

  • Bender, you may be happy for this one...

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    I was bored so I started on a bender model.
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    shaggy
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Thu Dec 27, 2007 3:27 am

Thu Dec 27, 2007 4:16 am

  • shaggy wrote:Bender, you may be happy for this one...

    Image

    I was bored so I started on a bender model.


    OMG, that is soooooooooooooo sweet! I love you, Shaggy! You da man! :D
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    nexbender
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Mon Dec 31, 2007 12:00 pm

Mon Dec 31, 2007 1:49 pm

  • Image

    Yes, key binding is implemented now!
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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    divVerent
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Mon Dec 31, 2007 2:08 pm

Wed Jan 02, 2008 7:59 pm

Wed Jan 02, 2008 11:58 pm

  • Urbanshenkie wrote:
    Some very alpha shots of a map that progresses very very slow due to rl-stuff


    first look at those pictures i thought what a nice defrag trick map lol ,
    your sure its not a defrag trick map. it doesnt have the nexuiz look

    those squares on the towers , are those for trick jumping ?

    using squares on towers is defrag looking


    exactly what i thought lol! can't wait to play with it with nifrek's physics :o
    :]

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    kojn translates into horse.

    Signature Pic based on UT-Clan Mates describing trying to spam me and getting confused which routes I take :D
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Wed Jan 02, 2008 11:59 pm

  • Your maps are pieces of art Strahlemann!
    :]

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    kojn translates into horse.

    Signature Pic based on UT-Clan Mates describing trying to spam me and getting confused which routes I take :D
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Thu Jan 03, 2008 6:00 pm

  • Image

    beta 3
    Aneurysm 4 the win !!!!! :D
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    cortez
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Fri Jan 04, 2008 5:05 am

  • I'm planning a map based on the Nanpu Interchange in Shanghai
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    This is the basic road section repeated a few times, Ima thinking now that it's got too many polys , hard to tell when you're only got one iteration.
    ...
    Also the next major hurdle is that this interchange is circular so's i gotta bend the damn thing. I figure I'll just rotate each section and put in wedges. Maybe also create a curving bit for when the turn gets too tight. Started out thinking about using patches but I couldn't work out how to do it efficiently, however maybe now it seems more clear.
    Wish I luckage
    ...
    Ew Nan-Pu :shock:
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    Rad Ished
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Fri Jan 04, 2008 6:18 am

  • Oh, I can't wait!
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    shaggy
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Fri Jan 04, 2008 8:50 am

  • rad ished: looks interesting^^

    cortez: cool, keep it going
    IRC quote:
    [kojn] I've been coming a bit more recently
    [kojn] she took it the dirty way
    GreEn`mArine
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Fri Jan 04, 2008 1:04 pm

  • I think Nexuiz looks dated because mappers are afraid to use enough polys in their maps. IMHO you should make it fun first, beautiful second and optimize it last.
    This area is dramatically lit and interesting to look at. Besides, what's wrong with making an eye candy map?
    Compare to Unreal tournament 2003:
    Image
    Last edited by ihsan on Fri Jan 04, 2008 1:16 pm, edited 1 time in total.
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    ihsan
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Fri Jan 04, 2008 1:08 pm

  • Ishan, if the performance sucks then nobody plays it, which kind of spoils the point.
    -points at tobotoid-
    ..
    Uhm.... one other thing, the nanpu interchange is hzzzzzzuuuuuge :O
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    Rad Ished
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Fri Jan 04, 2008 1:25 pm

  • if it looks like crap only Nexuiz fans will play it. Maps usually have performance issues because they aren't optimized. Be smart, how many polys are in the entire map right now? There are approx. 2k polys PER CHARACTER. With 2k world polys visible at any point you can have a pretty realistic map.

    As per the size of the map, that's your choice (problem) :lol:
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