Page 10 of 2046

PostPosted: Tue Aug 28, 2007 2:38 pm
by Penguinator
Everybody isn't. The people who do just don't need any of SLumpEd's features and think XWE does the job fine.

PostPosted: Tue Aug 28, 2007 3:01 pm
by InsanityBringer
I perfer XWE much more than SLumpEd. I have no problems with XWE 1.16(not beta).

PostPosted: Tue Aug 28, 2007 4:26 pm
by Unknown_Assassin
I use XWE because of SLumpED's crappy bug. The "Always use the selected program to open the file" bug.

PostPosted: Tue Aug 28, 2007 4:51 pm
by DoomRater
Since I put up with that one with GIMPshop it's not as big of a deal to me.

PostPosted: Wed Aug 29, 2007 11:50 am
by KeksDose
*KeksDose is going to post a screenshot and some stupid information RIGHT NOW!*

An imp you randomly see sometimes, it's normal :)
Image

PostPosted: Wed Aug 29, 2007 4:08 pm
by InsanityBringer
[random]Why does everyone always test on the secret wolf3d levels? The MAP01 courtyard is my favorite.[/random]

PostPosted: Thu Aug 30, 2007 12:16 am
by Nash
Maybe because it's huge and long and has plenty of space.

I used to do that all the time, but these days I just test on a custom, hastily made 1024 x 1024 x 1024 map.

PostPosted: Thu Aug 30, 2007 12:57 am
by Matt
I'm rather partial to the starting courtyard in Map12 myself... has that feeling you're actually going out at night to test out some bizarre, dangerous gadget out in some closed-down industrial area where no one goes. :D

PostPosted: Thu Aug 30, 2007 1:51 am
by leileilol
158 tri, 64x64
a capcom character with a lot of similar features to me !!
Image
* exposed cleavage check
* baggy pants check
* hat check
* curl front hair check
* wide hair check
* wacky attacks check
* asian eyes check

PostPosted: Thu Aug 30, 2007 6:04 am
by KeksDose
Nash wrote:Maybe because it's huge and long and has plenty of space.


Exactly. And it is the reaction. ;)

PostPosted: Thu Aug 30, 2007 7:07 am
by Nash
566 tri, 512x

Image

Just finished UV mapping this thing. Ignore the crappy Photoshop cloud texture; I did that real quick so that I can see if there are any ugly stretches on the model.

PostPosted: Thu Aug 30, 2007 8:37 am
by leileilol
the f kind of redundant uv mappery is that !

PostPosted: Thu Aug 30, 2007 1:29 pm
by Risen
Nash wrote:Maybe because it's huge and long and has plenty of space.


Also important: That space is very close to the Player 1 start.

PostPosted: Thu Aug 30, 2007 1:41 pm
by KeksDose
Risen wrote:Also important: That space is very close to the Player 1 start.


That's an important point, too. Also, it has a very high ceiling, and another ceiling is like a "border" around it and a bit lower, so I can test ceiling spawner efficiently in this area. Also, it's useful to set up a few command line parameters and some development key binds ("NoClip", "Fly", "SV_InfiniteAmmo 1", "Freeze", "Resurrect", "Give All"), which makes testing there even easier ;) It's like the ultimate testing map!

PostPosted: Thu Aug 30, 2007 2:09 pm
by DoomRater