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Wed Feb 18, 2009 7:50 pm

  • Morfar's is better visible though...
    GreEn`mArine
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Wed Feb 18, 2009 8:01 pm

  • Yeah, but the team models are already quite visible aren't they? So the team bubble is more for noobs that just shoot everyone. And those get an better idea if they can just read whats up.. a green rectangle will not tell them
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    esteel
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Wed Feb 18, 2009 8:53 pm

  • esteel wrote:a green rectangle will not tell them


    Green triangle :-P and I think the old one sucks, sorry. I like the green more. I don't think anyone even reads/notices the current one.
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    [-z-]
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Wed Feb 18, 2009 11:10 pm

  • [-z-] wrote:
    esteel wrote:a green rectangle will not tell them


    Green triangle :-P and I think the old one sucks, sorry. I like the green more. I don't think anyone even reads/notices the current one.


    I agree with -z- on this. The green one would definately be a welcome improvement. I'd say there should be a way to turn it off. That way those of us who arent colourblind noobs dont need to have it in our view.
    Possibly not the worst mapper in the world.

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    Sepelio
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Thu Feb 19, 2009 3:33 am

  • Sepelio wrote:That way those of us who arent colourblind noobs dont need to have it in our view.


    I tend to like the indicators so I see my teammates from a distance. Halo did this very nicely with their player icon system.
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    [-z-]
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Thu Feb 19, 2009 1:21 pm

  • I like me too the morfar's indicators.

    The current ones are just unreadable in game (so the writing is quite useless) and not so evidents due to their colors and their style.
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    terencehill
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Thu Feb 19, 2009 1:30 pm

  • [-z-] wrote:
    Sepelio wrote:That way those of us who arent colourblind noobs dont need to have it in our view.


    I tend to like the indicators so I see my teammates from a distance. Halo did this very nicely with their player icon system.


    Ah very true. They do become more useful at a distance.
    Possibly not the worst mapper in the world.

    A blog of random pish:
    http://xeno.planetnexuiz.com/blog/?author=5
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    Sepelio
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Thu Feb 19, 2009 9:47 pm

Sun Mar 08, 2009 2:54 pm

Sun Mar 29, 2009 11:09 am

  • Image

    castle v2
    Aneurysm 4 the win !!!!! :D
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    cortez
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Sun Mar 29, 2009 3:57 pm

Sun Mar 29, 2009 5:45 pm

Sun Mar 29, 2009 5:49 pm

  • Awesome, sev :D
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    mand1nga
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Mon Mar 30, 2009 1:45 am

  • sev wrote:Finally got to work with blender :mrgreen:

    Image

    It shouldn't be difficult to guess which map the models are intended for. :P


    Is the shark going to be a monster (apparently nexuiz can support monsters now)?
    tundramagi
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Mon Mar 30, 2009 8:47 am

  • Nice barnacle sev :D
    fishsticks
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    Rad Ished
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Wed Apr 01, 2009 1:46 pm

  • Image

    Lower left corner

    Guess what?
    Meh.
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    Mr. Bougo
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Wed Apr 01, 2009 8:18 pm

Wed Apr 01, 2009 9:30 pm

  • And what is that?
    Alien
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Wed Apr 01, 2009 9:44 pm

Wed Apr 01, 2009 9:54 pm

  • Trigger to lose ball?
    Alien
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Thu Apr 02, 2009 6:46 am

  • A power meter!

    To control the releasing speed :)
    Meh.
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    Mr. Bougo
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Thu Apr 02, 2009 12:41 pm

  • This is a VERY early stage, but at least I'm trying. There are problems with this model, like face culling (as you can see on the images, you cannot see his face), some weird skinning errors (which I do not really know why they appear, they are fine in Maya. I'll have to look into that) and also no animations.
    Animations are the last thing I'll do, first I need this thing working.

    BIG thanks to gleennxserge for sharing his perl script and making my life a bit easier :)
    Keep in mind, it will take some time before this is a reality. (New player models, that is.)

    ImageImage

    PS. This is Ivan's 'Nexus' model (I didn't model this, I'm just rigging, skinning and animating). But because I'm uncertain if the old Nexus will be used or not I have named this model 'Ivan' to commend the creator :)

    UPDATE:
    Fixed the errorzzz...

    ImageImageImage
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    ai
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Thu Apr 02, 2009 3:27 pm

  • Are you using the same bones as the other models. If we all used the same bones everything would be easier :P
    tundramagi
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Thu Apr 02, 2009 3:32 pm

  • That's the thing, I am not. Because Maya's 'Valve SMD Exporter' gave the bones a different number, rendering the already finished animations useless. (I got only garbage when trying to use the existing animations).
    If you're interested, I described everything I did here. It's a rather long post but hopefully useful for people in my situation.
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    ai
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Sun Apr 05, 2009 11:13 am

  • Image
    the place where the flag is placed
    Aneurysm 4 the win !!!!! :D
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    cortez
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Tue Apr 07, 2009 12:58 am

Thu Apr 09, 2009 9:44 pm

  • Hey ...
    its been a long time ...

    However i dont have much time, cause of my work ...
    but i didn stop to work on Nexuiz !

    Here is some Pic of my last work ...
    Image

    New Mapworks will follow, but first after this Nex is finished ... finally i reconized i could never finish anything if i would do everythin in one time ...
    Image

    Best Maps-History :
    - Morph_Remake -> - Deep_Drill -> - Cyber_Core -> - Towers_of_Doom -> - Gothic_Rush ->
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    Doc-Pyton
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Thu Apr 09, 2009 10:48 pm

  • very nice work Doc-Python!
    Icarus
     

Fri Apr 10, 2009 1:14 am

  • Awesome doc!


    I've been working on a copy of div's race server top times image. Created in PHP, using gd lib to generate the image based on a dump of the server.db.

    For historical purposes, here's a pic but you can see the most up to date one in my sig.

    Image


    I'd like to thank div for the idea. I thought this could help competition in the US and we can compare them with the EU times :).
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    [-z-]
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Fri Apr 10, 2009 9:14 am

  • That's a really cool thing tbh :)

    This should actually really improve the competition, the NA players still have to catch up by a few seconds :D
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    [kojn] I've been coming a bit more recently
    [kojn] she took it the dirty way
    GreEn`mArine
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