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06-25-2008, 03:36 PM #1
TRM lighting
i dont know how hard it would be but i think another element that TRM needs is the ability to blow out lights
example: your on defense minding your own business when you realize your position is very well lit! this makes you sniper fodder in your cubby hole. how ever if you can knife or shoot out the lightbulbs in the room you will be unnoticeable!
it gives us also another reason to make use of the normally useless NVGs that come with the game and gives another level of realism.
also i forgot to check last time i logged on can u catch fire by walking though flames on a TRM server?I will not place claymores in my front yard.
I will not place claymores in my front yard.

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06-25-2008, 03:49 PM #2
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06-26-2008, 11:56 AM #3
Re: TRM lighting
well there a couple of maps that i have in mind (cant remember there names) where there are only a few very bright light sources so it wouldnt be to much but i get what ur saying maps with complex lighting dynamics and what not coupled with trm features could be hazardous.
I will not place claymores in my front yard.
I will not place claymores in my front yard.

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07-04-2008, 12:16 PM #4
Re: TRM lighting
The map scripting for COD4 isn't as easy as some of the other games. I've talked with a lot of people who have made maps for COD2 and other games. The scripting is somewhat confusing if you aren't a computer genius (I fall under the confusing part). I ran into many problems with my maps since there is no perfect users manuals for making maps. Modsonline is great but, it seems like some of the tutorials don't work for everyone.
I had problems with too many xmodels, lighting issues, custom textures and numerous other setbacks. I give major props to some of the great mapmakers out there right now. I still think I'm a rookie at it. Good luck Obvious and if you need some help, I'll try and answer the best I can.









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