Breakout 2


(eiM) #41

I’m really curious about how those lightning affects are made … as I know dynamic lights are not possible in ET so you must have had a great idea :smiley:


(shagileo) #42

Well I’m not sure if this is going to spoil the magic, but hey… this is a forum to help others out :cool:

If you want to flicker your light like that, you have to select a light entity, open your entity window with ‘N’ and give in the following:

Key: style
Value : 1

Lightcompile => enjoy having epilepsia xD
It’s really cool to see the result. I’m not sure if avoc and 2bit did it that way, but it works fine with me.


(Avoc) #43

Yeah Shagileo is pretty much right. You pick a light entity, give it a style key and a value from 1-15. Be sure to give the light a strong strength if you want to have sharp shadows. =)
What you can also do to make the shadows sharper in the dýnamic light area, is to func_group the brushes in the place you know the light will hit and then give it a “_lightmapscale” key with a value of 0.25 or less - this should make the shadows quite sharp.

However, the lightning is not really dynamic, it does not lighten the models for instance, so its more of an illusion.


(Avoc) #44

Good news…

2nd closed test went well, there were a few fps drops but generally its much better than before. As far as we could see from the 10 vs 10 test, the map was fairly balanced, only area that favored the axis a bit was in the bunker, but we will need further testing before we see if its a trend.

So, as soon as I have talked with 2bit about his experiences, we’ll do the first public release =)


(shagileo) #45

Great !

Wow, map making is really at its high now. I mean, all good maps coming out: SoI, BREAKOUT 2 (must see map #1) , PoW Camp …
All fine masterpieces.


(2Bit) #46

Hi all, just grabbed a quick opportunity to say we’re doing the compile tomorrow (27 Sep) ready for the first public release (hopefully later that day), as the most recent test seemed to go successfully. Now it’s time to see how it goes in actual play. Fingers crossed.

In the meantime here’s a few pics to show how things look when the tank is escaping…

The tank is moving along the rail track, but the way ahead is blocked by an incoming train…

The allies build a ramp, the tank leaves the track and enters the village through the station courtyard…

But axis forces collapse the railway bridge, trapping the tank in the village streets…

In the final obstacle a tank battle erupts in the axis bunker…


(Cambodunum) #47

… nice as allways 2bit xD (what mod are you running … never saw so much of a guns ingame)

… was upset to see ya guys testing without me :slight_smile: … i believe you lost my invitation xD

greetz Cambo ( btw. translation already in progress … !spank cambo )


(shagileo) #48

This is just waaay to awesome !
You guys keep on amazing this community day by day.
But now it’s time to let us play the map ^^… we’re starving of mapping hunger.


(IndyJones) #49

it’s a good looking map for sure, but i just HATE these too repeatative trees… :smiley:


(Erls) #50

[QUOTE=shagileo;181766]Great !

Wow, map making is really at its high now. I mean, all good maps coming out: SoI, BREAKOUT 2 (must see map #1) , PoW Camp …
All fine masterpieces.[/QUOTE]

Dude… Really?


(Cambodunum) #51

… imo just breakout2, preatoria and vesuvius are at a really high lvl


(Wezelkrozum) #52

Don’t forget Heat!:cool:


(molotov) #53

Back to topic!
We want now Breakout2 first public version :smiley:


(Avoc) #54

[QUOTE=molotov;181801]Back to topic!
We want now Breakout2 first public version :D[/QUOTE]

Geez, ok if you must =(

http://www.splashdamage.com/forums/showthread.php?p=181802#post181802

=P