no that would be anoying with all the blood on the mailbox I think the yellow F is just fine I have no problems reading it whatsoever and it looks clear and good, good work with the failbox :)
Plus it would echo the l4d logo. The game references to itself all the time. It would just be accurate :P
In fact, bright red spraypaint in a huge blob with the F done in white spraypaint?
trees inside?
still looks good though keep it up and make sure
u put graffiti on the walls to
cos it would look random if only the mailboxes were graffitied
is it a coincidence that the wall textures look amazing?, yet the arm texture looks flat and dull?, and i don't even know what to say about that colt :P i can't really tell, it's too quake-d ;)
cause its far away
I think the spray paint color should be changed to a bright red.
no that would be anoying with all the blood on the mailbox I think the yellow F is just fine I have no problems reading it whatsoever and it looks clear and good, good work with the failbox :)
Who cares if F is easily readable and what color is it, its just a prop and one of many...
A bright red just seems to be the first color I think of when I hear the word "fail".
And a bright red would still be distinctive from the dark red blood.
Plus it would echo the l4d logo. The game references to itself all the time. It would just be accurate :P
In fact, bright red spraypaint in a huge blob with the F done in white spraypaint?
trees inside?
still looks good though keep it up and make sure
u put graffiti on the walls to
cos it would look random if only the mailboxes were graffitied
its just to show you props...
true, very true. Thanks for that idea joealtair. "hey necrod, i got a project for you." lol
What's the point of me making that tree texture if you're not going to use it properly =D
We do have some wall graffiti textures somewhere... lol
Very nice, what mapping program do you use?
well, you guys don't use custom textures
is it a coincidence that the wall textures look amazing?, yet the arm texture looks flat and dull?, and i don't even know what to say about that colt :P i can't really tell, it's too quake-d ;)
Well the pistol and hand textures are place holders done by the modeler himself...
There was already some model entity code. i also made one temp sound entity...
void() func_model =
{
self.touch = SUB_Null;
precache_model (self.model);
setmodel (self, self.model);
self.skin = 0;
setsize (self, '-16 -16 0', '16 16 56');
};
void() func_sound =
{
self.touch = SUB_Null;
precache_sound (self.message);
ambientsound (self.origin, self.message, 2.0, ATTN_STATIC);
};
this is not very hard thought, like written above.
you guys need to fix the damn HUD, why is it that everyone changes the HUD last?