
clonecam117
Joined: Dec 11, 2012
Now a professional VFX/particle effect artist.
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Posted: Jan 24, 2013 02:16 PM
Msg. 1 of 3
I'm doing this before the big day saturday cuz she's out looking at bridal stuff with her sister.
I'm working on a custom campaign, and i've made custom bsps for it, but in-game when i use the bsp switching stuff it puts me in the wrong spot on the second bsp. it literally puts me at a stone's throw of the end. what's going on?
Please answer ASAP, as of tomorrow i won't be able to post/read much here for a while.
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Hobbet360
Joined: Jan 10, 2012
ProTools > ToolPro
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Posted: Jan 24, 2013 05:11 PM
Msg. 2 of 3
The only thing that I can think of is... When modeling the seconds bsp, don't create a new scene in 3ds or whatever. Just make another bsp, and detache the other one from the frame, position you second bsp right beside the other model. So a 2nd bsp is pretty mush an extension of the first with a small overlap in the two models where the bsp change takes place.
Oh and make sure you don't move the frame after you detached the first model and attached the second model to it...
Gosh this is hard to explain without pictures.
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OrangeJuice
Joined: Jan 29, 2009
I hand-paint bumpmaps! ❤ desaturate is baad
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Posted: Jan 24, 2013 05:50 PM
Msg. 3 of 3
Heres some examples:
CORRIDORS: --3 BSPs with overlapping hallways from one to the other in 3DS max. -Link one section > then export as bsp0 -Detach first section > attach the second section > then export as bsp1 --EDIT: without ever moving "Frame" !! -etc...
DAY/NIGHT/OVERCAST/RAIN/SLEET/SNOW: --However many of the same BSPs that are in the exact same position in 3DS max overlapping -Each one has a different sky(in the .scenario file: bsp0 uses sky #0, bsp1 uses sky #1, etc. Edited by OrangeJuice on Jan 24, 2013 at 05:52 PM
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