The WIP Thread

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Penguinator
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Post 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.
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InsanityBringer
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Post by InsanityBringer »

I perfer XWE much more than SLumpEd. I have no problems with XWE 1.16(not beta).
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Unknown_Assassin
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Post by Unknown_Assassin »

I use XWE because of SLumpED's crappy bug. The "Always use the selected program to open the file" bug.
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DoomRater
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Post by DoomRater »

Since I put up with that one with GIMPshop it's not as big of a deal to me.
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KeksDose
 
 
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Post by KeksDose »

*KeksDose is going to post a screenshot and some stupid information RIGHT NOW!*

An imp you randomly see sometimes, it's normal :)
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InsanityBringer
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Post by InsanityBringer »

[random]Why does everyone always test on the secret wolf3d levels? The MAP01 courtyard is my favorite.[/random]
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Nash
 
 
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Post 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.
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Matt
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Post 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
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leileilol
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Post by leileilol »

158 tri, 64x64
a capcom character with a lot of similar features to me !!
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* exposed cleavage check
* baggy pants check
* hat check
* curl front hair check
* wide hair check
* wacky attacks check
* asian eyes check
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KeksDose
 
 
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Post by KeksDose »

Nash wrote:Maybe because it's huge and long and has plenty of space.
Exactly. And it is the reaction. ;)
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Nash
 
 
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Post 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.
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leileilol
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Post by leileilol »

the f kind of redundant uv mappery is that !
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Risen
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Post 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.
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KeksDose
 
 
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Post 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!
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DoomRater
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Post by DoomRater »

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