Re: Fifth
#12683 posted by Tronyn on 2015/10/12 04:09:36
oh man I would love to see someone try to fit E4 into a mega-map, but I have no idea how anyone could go about it. My plan was to just stack the e2 maps and/or use them as different sides of the same giant structure in a swamp, calling it "The Tower of Black Magic." I'd love to win the lottery and dedicate 6 months or a year to that. But if you were picking E4, it's hard to say what the meta-environment would be; certainly not a swamp. Much of E4 is indoor without even a sense of any outdoors existing, which is part of why it's so strange. Maybe the meta-environment could be piles of dark stones, ancient ruins, or just void? What's "outside" The Tower of Despair?
Ericw Light Tools
#12684 posted by foogs on 2015/10/12 05:22:21
your tools are fucking amazing. texture alignment actually matches what is in radiant. surface lighting is going to make lighting maps so easy. thanks man.
Beta
#12685 posted by Ruin on 2015/10/12 05:23:56
Where can I upload a beta of my map for some of you to test?
Re: Beta
#12686 posted by Tronyn on 2015/10/12 05:30:38
I would suggest Quaketastic:
http://www.quaketastic.com/
Tronyn
#12687 posted by necros on 2015/10/12 06:24:57
i had started on something like that but at the time bsp2 wasn't common and it was well over standard extended limits... now though....
my plan had been to use the nameless city map as a hub and then glue the major parts of each map around it.
the nameless city would become a more outdoor area and you'd eventually be able to explore hills and such around between all the other maps. i never really got far with e4 (little more than taking the sky brushes off of it) but i do have an e2 which has a decent start but I got sidetracked with trying to do some weird base monster vs demons war thing which ended up being dumb :P
Cool Idea
#12688 posted by ijed on 2015/10/12 19:45:31
Make a 6 megamap remake of id1. One of the levels becoming the hub / filler for all the others is cool as well. I wonder if it could be done removing all the end/start level teleports and using some sort of extended key system.
The RMQ map scraps have could be useful... just sayin.
#12689 posted by necros on 2015/10/12 21:16:00
the big problem which made me stop completely on the e2 remix was there's not enough room in +/- 4096.
the way I wanted the e2 one was to have all the maps connected by terrain as if they were on giant world. you could explore each map separately in whatever order, but there were not gates that would stop you from finishing any one map without visiting at least another.
but yeah, you'd need at least +/- 8192 to really get it done nicely.
Hm.
#12690 posted by ijed on 2015/10/12 21:35:55
Was this back when you were asking about building scenery beyond the limits? Seems to match up, although it was quite a while ago.
My approach would be to use the entire 4096�3 volume. So some of the e2 castles would become dungeons, and others maybe floating the the sky, Eyrie style.
Then again, it sounds like what you want is something more Dark Souls in terms of free roaming. Which makes me think of The Demon King...
But thats not a Ep2 remake :)
Also
#12691 posted by ijed on 2015/10/12 21:37:02
The RMQ scraps wouldn't be much use considering the size restriction. Each individual map used most of the 4096 footprint.
#12692 posted by necros on 2015/10/12 22:40:22
no, that was unrelated :)
i had planned to continue working on that goofy rpg mod i started, so i needed a huge map where you could spend time leveling up and such, have more difficult areas you might go back and visit later, that sort of thing.
now i hadn't considered converting some maps into dungeons... that's an interesting idea, but i still prefer the idea of a big sprawling map with canyons and rivers connecting everything together.
Would Be Hilarious
If you could fit in all of E2M2-7 in with some trickery like ijed said, but there was no room left for the lost E2M6 entrance.
Shifterb8 Screens With New Light
#12694 posted by foogs on 2015/10/14 03:18:37
http://imgur.com/a/nEUE4 <-- 4 shots
got to play with ericw's tools. only have 1 light entity now. pretty awesome makes changes so much faster. feels a little overbright but pretty happy with how it turned out.
Foogs
#12695 posted by Kinn on 2015/10/14 11:58:07
Noice. Make sure you slap a bit of AO on that gentleman too.
foogs, kinn is right. If you're using ericw's fork of the compiling tools you can add -dirt to the command line. Or add it to the worldspawn. Either way it will add some extra depth to your scene by faking ambient occlusion.
#12697 posted by Kinn on 2015/10/14 13:10:33
Yeah and you'll want to goon around with the various dirt settings. Here's a handy visual guide!
http://ericwa.github.io/tyrutils-ericw/
Spz1dm1 - Some Updates After Fifth's Suggestions
#12698 posted by oGkspAz on 2015/10/14 21:52:35
Moved a few items around and added an extra room after getting rid of the big ramp.
http://www.mediafire.com/download/94w8mbq7alssjy6/spz1dm1_14Oct15.rar
After this I vote I'll need some help lighting spz1dm2
Spz
I like the addition of coloured lighting, looks nice. Map looks a lot better now. Still a few things I would clean up, some of the trims near the lava need to go all the way to the end of the platform edge for example.
But my quibbles would be minor at this point.
Just Realized
#12700 posted by foogs on 2015/10/15 01:28:13
i just realized i was doing lighting with gamma 0.5. no wonder why everything is so bright :(, But it's what I play with though :( So I guess I should do lighting with default gamma in quake?
gamma should be 1 when mapping because that's the default.
#12702 posted by metlslime on 2015/10/15 02:11:33
disagree, gamma should be used to make the stock ID levels look correct on your monitor, then you should make your levels similar to the brightness of the stock ID levels.
^ What He Said
#12703 posted by - on 2015/10/15 02:50:17
Trimz!
#12704 posted by oGkspAz on 2015/10/15 05:57:07
Just had a look at the map and no idea how I missed that. Thanks for the heads up.
Compiler Problems
#12705 posted by oGkspAz on 2015/10/16 10:56:47
The last time I asked for help with Screenies I was told to put it in the screenshot thread instead of Mapping Problems so here goes:
I have two different compilers on the PC: Txqbsp and Tyr_qbsp(renamed so that I could differentiate).
Both of them are giving me texture alignment issues (IE they don't match what I see in TB)
With Txqbsp this happens:
http://www.quaketastic.com/files/screen_shots/spz1dm1_txqbsp.jpg
and with Tyr_qbsp this happens:
http://www.quaketastic.com/files/screen_shots/spz1dm1_tyr_qbsp1.jpg
and generates 5 warnings:
"*** WARNING 12: New portal was clipped away in CutNodePortals_r
*** WARNING 12: New portal was clipped away in CutNodePortals_r
*** WARNING 10: Reached occupant at (-720 -688 294), no filling performed.
Leak file written to spz1dm1.pts
*** WARNING 22: Healing degenerate edge (0.000000) at (208.000 -1264.000 512.000
*** WARNING 22: Healing degenerate edge (0.000000) at (224.000 -1248.000 480.000"
leak being here (my teleport entity might be extending outside map, I'll check)
http://www.quaketastic.com/files/screen_shots/spz1dm1_tyr_qbsp2.jpg
1) Why? and...
2) What do?
Addendum
#12706 posted by oGkspAz on 2015/10/16 11:05:42
I forgot to add that after some Trigonometry calculations the angle to get the textures to line up correctly in spz1dm1_txqbsp.jpg is 26.6�
#12707 posted by JneeraZ on 2015/10/16 11:34:48
You can likely fix the second one by passing in "-oldaxis" or whatever the flag for that compiler is. It flips the 45 degree determination logic...
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