Neg!ke
#2964 posted by Elvis on 2006/04/04 05:24:10
-the exit building has a big red window on the outside, but it's missing on the inside.
this i have never seen please explain where it is i use both fitzquake and fuhquake to look at this map and nowhere i've seen anything like this
the chandelier started to look a litle like this when i made it a func_wall don't know why put the polycount dropped very much when doing it
-don't box the map with the sky brushes! use sky only for the top brush and fix possible leaks manually
please tell me abit more about this your the master and im the n00b even if i've mapped a litle ;)
Elvis
#2965 posted by aguirRe on 2006/04/04 06:01:59
If those doors don't open, I couldn't find a way in and the button Neg!ke mentions, I didn't see either and I searched for quite a while before giving up and noclipped through the lower gates.
As for the origin keys, I don't know which editor you're using, but that might be the cause of the invalid origin keys on brush entities.
In any case, I'd suggest going through the map and delete the multiple origin keys for each brush entity (e.g. func_door). If an entity has a brush, it should not have an origin key.
?
#2966 posted by necros on 2006/04/04 06:37:18
If an entity has a brush, it should not have an origin key.
orly? hm.. i never knew that; if there's not origin key, how does the game know where to put it?
AguirRe
#2967 posted by Elvis on 2006/04/04 06:55:00
i have not put any origin keys and i use tread3d
what do they do anyway these origin keys, i've seen them but they are 0 0 0 and thats normal for my editor
i haven't seen anything saying that they do anything on my map nothing at all
Oh God
#2968 posted by czg on 2006/04/04 06:58:00
a real live person using thred3d in the year 2006 oh my
Elvis
#2969 posted by negke on 2006/04/04 07:50:23
i mean the red, round window above the final door (the same applies to the window above the castle entrance).
you put sky brushes on all sides of the map, right? although it doesn't really matter for this map, apart from lightmaps, you should do it the clean way. a sky brushe at the top (where the sky it, naturally); the outsides of the rest are the backsides of the mountain brushes and the floor then, so they are removed by vis.
necros: there are still the coordinates of the brush volume ;)
Thred, Or Tread?
#2970 posted by than on 2006/04/04 08:53:35
tread is quite different, afaik. It's more of a worldcraft rip-off.
http://tread.planetquake.gamespy.com/
probably shit though.
Neg!ke
#2971 posted by Elvis on 2006/04/04 10:26:00
ah now i know what you mean, it's not a window more like an emblem showing like there is royalty here or stuff like that ;)
and yeah the skybrush is everywhere around the whole thing seling the map
oh and that litle light you thought i should add to the button, well that's gonna be a problem as in dm mode the button is hidden but the light goes thew the wall and the wall bit being a func_wall is not blocking it :(
Oops
#2972 posted by Elvis on 2006/04/04 10:29:37
forgot to meantion that i've moved the door blocking the ogre/ra room to the stairs in stead so you have access to that room but not to the upper one from there, this should make AguirRe abit more happy ;) but i won't upload the this newer version yet as they are to similair :)
Using QuArK
#2973 posted by aguirRe on 2006/04/04 11:05:24
I finally found the small button that opened the upper gate. Yes, that one could really use a light. If the light is switched on by the death of one of the monsters, it should look fine in DM too.
But even with the now open upper gate, you'll never have a reason to enter the lower room with the ogres, which is a bit illogical progress-wise. So changing that like you mention sounds like a good idea.
Neg!ke
#2974 posted by Elvis on 2006/04/05 02:00:12
i can't get the negative light to work right at all if i put it in the exit it won't do anything
so if you have any advice on that please tell me on the mather of that lava texture in the exit, i have never seen a exit with a lava texture or so only darkness mostly
Elvis
#2975 posted by negke on 2006/04/05 02:23:44
it's simply a light entity with a negative value, e.g. "light" "-300". you have to make the corridor longer and place the light next to (not within, of course) the back wall to make it look alright. light tools like aguirRe's support negative lights.
Neg!ke
#2976 posted by Elvis on 2006/04/05 03:17:27
that much i figured but i doubt i can make that corridor any long, just behind that black wall is the void or rather the sky
are there any other allternatives?
maybe i just should make like in some id maps a teleport like ending
oh i tested the map with another mapper in dm mode and he likes it alot so i suppose it isen't all to bad in there eather :)
Elvis
#2977 posted by JPL on 2006/04/05 03:20:10
... and verify also your light tool command line. It can happened that minlight value doesn't allow you to have less that it is defined, so you will have to add -nominlight option to your light command... To check...
BTW, lava/water/slime and all texture name starting with '*' will be turned into fullbright in most of Quake engines... Then a negative light will not allow you to make it completely dark... To check as well...
Argh
#2978 posted by Elvis on 2006/04/05 08:02:24
i'm starting to hit limits it seem stuff start to blink like func_wall entetys ammo and monster :(
Madfox...
#2979 posted by distrans on 2006/04/05 22:10:32
...long arsed demo with commentary should be in your box.
Thanks..
#2980 posted by madfox on 2006/04/06 15:39:13
..for taking the time!
Madfox....
...sorry for the delay in feedbacking you!!! Real life(tm) has taken its toll! Hopefully on Saturday I'll have a little time to write my thoughts on your map.
Take Your Time
#2982 posted by madfox on 2006/04/07 20:59:01
#2983 posted by necros on 2006/04/08 22:32:56
Necros,
#2984 posted by HeadThump on 2006/04/09 01:28:28
If it is hell themed what I had in mind, q2/q4ish wouldn't likely help. I did test the idea after giving the sugestion, built some normal maps (used low sampling as not to go overboard) using Sock's tech, applied them to a room, smacked it up in Dark Places, and this is how it looks:
http://img145.imageshack.us/img145/9057/tech001kz.jpg
Quake 10 Year
#2985 posted by inertia on 2006/04/09 01:31:36
http://quake10year.com/
anyone seen this? thoughts?
Wow
#2986 posted by starbuck on 2006/04/09 03:28:03
looks like that engine is using Steep Parallax Mapping. That's pretty impressive.
http://graphics.cs.brown.edu/games/SteepParallax/compare.jpg
Apparently the engine is by LordHavoc! The content leaves a bit to be desired, but then the guy says that it's work in progress, and he's using other people's art as placeholders right now.
From the MySpace site:
Quake 10 Year is a celebration of Quake. 10 Years ago iD software released a revolutionary game called Quake. This game changed the face of the fps game market. Not only for the actual game Quake, but for the engine that came with it. Music by Trent Reznor of Nine Inch Nails and a cast of talented people, Quake is a hard classic.
www.quake10year.com
The screenshots below show WIP (Work In Progress). Nothing you are seeing is final. You will see in some screenshots some textures that have not been remade. The only model that has been remade is the Grenade Launcher. More to come soon.
The Shambler you are seeing in the screenshots is made by Randy. The Fiend model you are seeing in the screenshots is made by MauveBib. Neither one of these models are Quake 10 Year Assets. However, I still like them and they are fun to play with. The engine I am using is a modified version of the Quake engine called Quake 10 year (made by LordHavoc).
I Like The Steep Parallax Stuff.
#2987 posted by Text_Fish on 2006/04/09 04:10:05
But everything else is just too shiny and colourful. Gaudy is the word.
Final Be Here :)
#2988 posted by Elvis on 2006/04/09 15:05:12
ok i've finnaly released my map just hope all is ok so don't be suprised if it feels abit hard as it's my first sp map tho it can be used as dm
have fun with it anyway
oh i moved the pics to another server for the once that need to have a look without downloading
http://www.multi.fi/~elvis/quakemap/hellvill.zip <- map
http://www.geocities.com/elvstrom/quakemap/hellvill1.jpg
http://www.geocities.com/elvstrom/quakemap/hellvill2.jpg
http://www.geocities.com/elvstrom/quakemap/hellvill3.jpg
all taken from sp
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