Zwiff
#2490 posted by . on 2005/08/11 20:06:20
Thanks, I accepted your add on Y!Messenger but forgot to add you as well - whats your screen-name again?
Yay
#2491 posted by . on 2005/08/11 22:38:04
Thanks Zwiff, again.
Again if anyone else wants to take a look at the maps and offer their opinion, more than welcome, just add me and message me when you see me on:
AIM: itsphait
Yahoo: phait_accompli
MSN: thecarbonflaw@yahoo.com
Or e-mail: http://www.phait-accompli.com/q/contact.php
Update...
#2492 posted by distrans on 2005/08/11 23:01:59
...at the Travail site involving the final beta of disqdm1 http://qexpo.quakedev.com/booths.php?tag=Travail
Shambler: hehee, a small tip of the hat to the Spanish wierds. This project is full of appreciative references both in game and out.
Phait
#2493 posted by Shambler on 2005/08/12 03:39:28
Beta-comments:
Homogenise the architectural style a bit.
Beef up the designs in the plainer sections.
Try to have more interesting connections between the main areas.
Round off and naturalise the terrain a bit.
There we go that's enough beta-comments, get to work.
Shamb, Out Of Curiosity
#2494 posted by . on 2005/08/12 12:54:42
Did you go through the maps (from Zwiff), or are you just speaking from the shots?
#2495 posted by Zwiffle on 2005/08/12 13:33:22
He's just giving general info.
Ah
#2496 posted by . on 2005/08/12 14:05:43
Cause some of that was vague.
Phait.
#2497 posted by Shambler on 2005/08/13 03:52:07
Errr no, that was from nothing except an instinctive estimation of what most maps need.
I See
#2498 posted by . on 2005/08/13 03:59:59
Yeah I've been reworking areas here and there.
(Before: http://www.phait-accompli.com/q/s4/pre/tower11.jpg -- After: http://www.phait-accompli.com/q/s4/pre/tower11b.jpg )
I'm just getting tired of spending dozens of hours on one area. It's a bit hard to let go and move on to the next area.
Terrain
#2499 posted by . on 2005/08/17 00:17:46
Also
#2500 posted by . on 2005/08/17 00:22:04
Yes I'm working on the lighting. Right now I used metl's suggestion to put a light in (or near actually) the sky. But I hate that big ol' circle of light.
And I dunno why the sky looks like crap, I recall it looking better. I must not have my color depth/bits switch in my FQ shortcut correct... -bpp 32?
Also
#2501 posted by . on 2005/08/17 00:23:00
Yes I'm working on the lighting. Right now I used metl's suggestion to put a light in (or near actually) the sky. But I hate that big ol' circle of light.
And I dunno why the sky looks like crap, I recall it looking better. I must not have my color depth/bits switch in my FQ shortcut correct... -bpp 32?
Stuff
#2502 posted by grahf on 2005/08/17 08:06:22
the sky looks crap because it's a different skybox than the "old crap."
I actually like the broken shattered look of the "old crap."
The "new" cliff walls don't vary at all in height, i.e., they're all clipped off at the same height by the sky.
i think i liked the old better.
and i'm getting tired of making these comments on every single room test map you make. please trust your own instincts.
Those HOM's Must Be WitchCraft!
#2503 posted by madfox on 2005/08/17 09:17:37
Madfox
#2504 posted by grahf on 2005/08/17 11:13:58
looks like a nice oldskoolish runic map, i've no complaints with that.
except, what is that texture on the "A" crossbeams right below the sky light hole? It looks really odd, like an alphamasked texture with no alpha channel.
Well
#2505 posted by . on 2005/08/17 12:25:44
I fixed the sky actually, as the tops weren't actually flat - just obscured by the sky. I found the problem with the sky - my shortcut didn't have -bpp 32 in it.
Omg
#2506 posted by inertia on 2005/08/17 20:37:47
FASCINATING
/me fucks off to somewhere where he cares..
Texture
#2507 posted by madfox on 2005/08/17 20:59:23
it's the end map of abandon, with gravity set low so you can jump.
me a bad boy, texture stolen from prince of persia.
RtCW Mapping Questions
#2508 posted by Jago on 2005/08/20 15:27:25
I am sure some of you have mapped for RtCW so I have some questions to all of you:
1) I have unpacked models/mapobjects from pak0.pk3 and sp_pak1.pk3 and can now load the models inside Radiant. However, some of the dirs for the objects (mapobjects/bush, mapobjects/clipboard, mapobjects/lion to name a few) only contain textures and no model file, where are they?
2) Say I added a mapobjects/bodyparts/helbody.mdc into my map as a misc/model, how can I choose which skin is used on the model? By default, hel_body1.jpg is being used, how do I make the model use lop_body1.jpg instead?
What The Hell
#2509 posted by Jago on 2005/08/20 15:31:02
This was supposed to go into Mapping Help.
...
#2510 posted by necros on 2005/08/20 22:31:06
Necros
#2511 posted by . on 2005/08/20 22:48:43
Thats neat, although I think the texturing could use some variation along the walls, despite that I'm not fond of ikbase.
Good Form To Those Buildings,
#2512 posted by HeadThump on 2005/08/21 00:19:09
huge AND claustaphobic with those, er? not sure what they are, lingering over you, it is likely to be atmospheric as well.
Phait, has a point though. To me, the original IkBase for IkSPQ5 are a more interesting set than the converted Quake Arena ones from Fatty's site. I believe those used in the pic are likely the latter.
Also, from my own screwing around, IkBase can be combined pretty well with Soc_Tec and Soc_tech converts well to the Q1 pallette given the lustre of rusted grime that predominate the design.
MMMM, ruuust.
#2513 posted by Vigil on 2005/08/21 02:06:53
HeadThump, by any chance do you mean this set:
http://www.planetquake.com/vigil/pics/sockie1.jpg
Necros, the walls and the floor needs something to break them up. Trims along the wall, and something on the floor where the supports meet it would be a very nice addition.
Jago
#2514 posted by Shallow on 2005/08/21 02:25:45
In RTCW, or indeed any Q3 engine game, static mapmodels (usually .md3 format misc_models) get their faces baked into the BSP at compile time, so there's no need for the actual mesh to be distributed with the game/map unless the creators want to, just the textures and shader. The models you get are the ones that animate and the ones that have been used as part of a moving entity of some sort. It's ages since I fiddled with RTCW but the editing media for these games often includes models that aren't in the pk3's as well.
To change the textures for .mdc/.mds models you need to use .skin files, you could extract those from the pk3 file too. For static .md3 mapobjects you can use the q3map2 _remapshader directive instead to have the shader repointed at compile time.
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