Re: bait ah...-sncymdm1 (sneak peak)
which errors did appear in console for you?
and thanks.. im open to suggestions in the texture area..
the tree for example are still in a rough stage.. their coolor is a bit fir tree-ish
the weapon spawn markers are incomplete
there is one set of images being used for all weapons, ive noticed how it obscured the view while standing in the zone, so theyre going to be modified and very likely the weapon icons will be embedded in them. I'm feeling for a complete replace of the marker rather than the color change which is the current effect.
ive noticed with the bots, the hot zone is the red armor area
seriously though, any ideas are welcome(light color ok? jump pad colors ok? effect layer colors ok?.. even open to ideas that are maybe though of as not possible... im thieving some ideas from wizard101.. triggerable rotating shields like i did in pn03 but different,, a protectable spot for when waiting on the lift. stand on the icon /activate spinning deflectors.
ps that was a fast light compile... iv removed all the old lights, and went with a sun spot.. it works better than the skybox code.. well.. for me. and playing.. yeah player models are hard to see a bit..
more work! yay! hehe--see attachment
-about the little edge in the flooring.. thats a advanced level of play.. they have flow purpose the longer you play the map, the more familiar those lines will become.. though, yeah.. have you any in particular you feel stood out the most? i have much time moving about in there... and some flow issues are only due to the missing parts.. others are refractive of those.. once the missing part creates the flow connection, the sort of tertiary issues/benifits will become visible..
Untitled-1.jpg [ 95.23 KiB | Viewed 10837 times ]
addend- iv made the trim green glowing for everyones sighting/aiming tracking pleasure