#5138 posted by Real Trinca on 2008/09/29 13:56:34
People should use there own nicks and not other�s people nicks...
i dont give a shit about nothing...
wrath i didn�t wrote that...
so peace!
for who is trying to use my nick, get a life...
#5139 posted by Zwiffle on 2008/09/29 18:22:48
Yeah I agree with Scampbell on a bunch of things too. It's very useful feedback.
Scampbell: What exactly do you mean in the first screen shot about moving the spawn up to the doors?
Thanks for the feedback so far everyone.
Zwiffle
#5140 posted by - on 2008/09/29 22:52:44
I mean cut the room circled, and put the spawn there. The existing doorways from the room cut into the rest of the map and now the exits from the spawn.
#5141 posted by Zwiffle on 2008/09/30 00:25:35
I actually like the circled room, so I might just cut out the regular spawn room and move all the teamspawn there instead.
Re #4954
#5142 posted by Spirit on 2008/10/03 14:17:54
Megaman just linked to that thing i had in mind: http://de-war.de/eurekacarpark.html
So...
#5143 posted by JneeraZ on 2008/10/03 16:51:42
Anybody working on anything cool? Screen shots, plz!
A TF2 Map
#5144 posted by Zwiffle on 2008/10/03 17:03:33
I'm working on it.
Spd
#5145 posted by Zwiffle on 2008/10/03 17:34:14
BTW, finished your map. Not sure what it's about. I'm in #tf today if you want to stop by.
Screenshots?
#5146 posted by madfox on 2008/10/03 19:27:00
I reached three days full vising.
73.80% Elapsed 23h30m, Left 24h16m Total47h46m, 49%.
Nothing happened last two days.
http://members.home.nl/gimli/arcus05.jpg
http://members.home.nl/gimli/arcus06.jpg
http://members.home.nl/gimli/arcus10.jpg
http://members.home.nl/gimli/arcus16.jpg
The map plays well, and I'm just below the max clip and vertices.
Only on fast vis, or I'll wait for years.
Oi
#5147 posted by Lunaran on 2008/10/03 22:13:55
http://members.home.nl/gimli/arcus16.jpg
I think I see the source of your trouble. Tell me those railings are a func_wall?
No
#5148 posted by madfox on 2008/10/04 00:42:37
Railings and lamposts are mdl files I added with wazat voident code.
#5149 posted by JneeraZ on 2008/10/04 01:11:25
Then what's taking days upon days of VIS time? Is your computer older maybe? Nothing else in those shots looks particularly VIS unfriendly...
Well
#5150 posted by madfox on 2008/10/04 01:20:25
The map is rather big (8Mb) and fast vis takes no time.
R_speeds are extremely high.
I used no func walls, and hardly vis blokkers.
Good To See Some Screenies!
#5151 posted by [Kona] on 2008/10/04 02:03:05
hey madfox nice theme and you've got some nice construction here but the texturing could use a lot of work. if you can't get those big bricks ending in the right place, then i'd use much smaller bricks so you don't notice when they get cut in half. in acrus10.jpg for instance, almost every brick gets cut in half at the edge, which ends up looking sloppy. also things like underneath archways and ceilings don't need to be the same brick texture. the railings i think wood look better in wood too.
Sure
#5152 posted by madfox on 2008/10/04 05:10:24
I crawled out of this map construction with my first suceedment of texture alignment. And as it was the first mistake I never saw in mapping
I experience it as a small improvement.
My first goal was to make the map excist without homs or max warnings.
Reason why I had to take advantage of the mdl files.
And as the texture count grows on 72 it still could have some more archivement.
I'm now on a P4 3Ghz and I never had a longer vising count than 8 houres. After boxing the map the vistime just raised dramatical.
And I can't delete that because the map immedeately starts leaking.
MadFox
#5153 posted by JPL on 2008/10/04 09:20:43
Are you trying to beat the CDA fullvis runtime ? :P
Wide open area needs long time to compile, and regarding the shots, it looks awesome, plenty of details everywhere... You will certainely have to wait for almost the same time before seeing a 100% fullvised map...
Anyway, good luck, be patient, and we all hope to see the release soon..
Keep it up !
?
#5154 posted by necros on 2008/10/04 09:41:52
After boxing the map
are you saying you built a giant box around the entire map to get it to vis? because that would certainly explain why it's taking so long.
Reminder
#5155 posted by JPL on 2008/10/04 10:26:51
fullvis runtime to beat is 1248 hours... As of today, CDA still wins :)
#5156 posted by JneeraZ on 2008/10/04 11:51:28
Oh yeah, OK, if you can't get it to VIS without boxing that would explain your VIS times. Having the process all of the outside stuff that QBSP would normally cull away will double or triple your VIS times easily.
I Reckon
#5157 posted by ijed on 2008/10/04 15:55:24
You need to find the leak, MF. Boxing stuff makes baby Jesus cry.
Ijed Speaks The Truth
#5158 posted by DaZ on 2008/10/04 18:06:27
Or Rather
#5159 posted by negke on 2008/10/04 18:10:48
muh_bad
Ok, But
#5160 posted by ijed on 2008/10/04 18:14:27
'Boxing stuff nails baby Jesus to a wall' doesn't have the same ring to it.
#5161 posted by madfox on 2008/10/05 00:54:24
And on the road the map has crossed was a point where the box wasn't necessary to compile it, but then the max limit was reached and it had many hom's.
but that map ended on a burned out mobo, so make my cahsbox smile.
Just Because...
#5162 posted by Fern on 2008/10/05 07:24:43
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