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I dont remember for sure if that's the problem I had, but check this https://forums.tripwireinteractive.com/forum/killing-floor-2/killing-floor-2-modifications/level-design-ac/2304614-a-note-on-fixing-landscapes
For optimization try selecting all the static meshes (use the binoculars icon for that) and set them all to max render distance 4.000 as a start or what you find reasonable for your map, then tune the distance of individual meshes from there
Thanks :D
Official assets were mostly indoors, outside it's just a few things, the bulk of it was done in max
Video appreciated as always scarbeus, haven't had the time to spectate other people playing it yet so that offers an insight
http://steamcommunity.com/sharedfile...?id=1130264785
About 50mb
Helms deep recreated from scratch as a more accurate version to the movie - not a port of the KF1 map.
In wave 3 the wall will explode by a husk and at wave 5 or 6 the rain will stop (along with materials drying over time), in...
Yay, I'll probably make a post with the workshop link later today
Edited the post with the fixes I've done since them and finding it acceptable to release already
Posting this here because it's something I haven't read before and maybe it helps TW fixing the problem
I had the landscape problem today and the solution that I've read mostly is deleting affected sectors and copying good ones on them - but it doesn't have to do with corrupted sectors per se...
Map practically finished but in a troubleshooting phase that could be resolved this week or take more time, so I'm sharing some wip screens in the meantime
Things to fix:
- The usual landscape problem, not showing materials ingame, I'll leave recreating everything as static meshes as a last...
Someone also commented that they weren't gaining xp this week, I'm surprised that this skipped me and everyone til now
Fixed and updated it today, it was caused by 3 lights with a "modify health", will edit the main post with the changelog
Remake from Quake E1M1, has most of the secrets from the original with only minor changes to layout, I added a few small connection rooms to the original ones in the second base, also had to use stairs instead of elevators to not break zed pathing.
About 90mb uncompressed and 14mb in workshop...
Thread is old but worth answering in case anyone lands here from google like I just did :rolleyes:
Just because the asset is official doesn't mean it has shadows UV, projectiles for instance don't, found it were nails (use the binoculars tool and search for the number when the "go to" doesn't...
Updated it this month:
- Added more boss spawns and made a small area for an out of sight boss spawn
- Blocked the way to the roof of the house
- Tweaked foliage, trees are looking better without using more resources
- Added visual aid on the road limits (and the boundary message still shows up)
Right after you add it and it's still selected, go to the bottom of it's properties and add a tag/label, then you can easily select it from the "find actors" window
http://steamcommunity.com/sharedfile.../?id=772927125
40mb uncompressed size
~7mb with workshop compression
Non port version of Doom 2 entryway with just minor changes, gameplay is not 100% identical even to prevent grinding too easily (different ground levels with rails in the blue room for...
In the end I didn't add many new things, kept having ideas but left them for a non-doom map, the layout was kept the same but I changed minor things, enough to change the gameplay a bit
Killmaster thanks for the idea but I prefer to try making them myself unless really necessary :D I'm already...
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