#8197 posted by necros on 2012/03/14 21:19:52
scampie: i like your attention to detail re: trims. i love that kind of thing.
sock: all i'm thinking is that wish i could get up in there and use all that machinery. ^_^
#8198 posted by [Kona] on 2012/03/14 23:11:11
much better lighting. looks great now!
the ones earlier on looked way too dark - if you're going to build a realistic factory, at least light the fucker realistically cos no cunt can work in the dark, OSH won't be pleased about all the fingers going missing.
 So Sock
#8199 posted by jt_ on 2012/03/15 01:55:33
when can we play it?
 Necros
#8200 posted by - on 2012/03/15 04:56:57
thanks, sadly most every trim on large curved areas I have to use a flat texture rather than an edged one since I can't rotate textures to 63.5 degrees in Quake, so I can only fake it on the smaller curves where you won't notice the texture isn't actually rotated right.
 Ohyeah Simon
#8201 posted by - on 2012/03/15 06:28:34
that is awesome stuff :D
 Scamps
#8202 posted by negke on 2012/03/15 11:11:35
Like I said, try to move one end of the trim brush by one or two units to make it fit at 63 or 64 degrees; or split the brush in the middle and use either angle on each side.
Also, sometimes it's necessary to change the texture scale in very small steps (like 1.00x or 1.000x) to make the rotated texture align with adjacent ones on grid brushes, e.g. trims with seams.
#8203 posted by - on 2012/03/15 14:30:52
I messed with those solutions and was never really happy with the results :(
#8204 posted by sock on 2012/03/15 15:45:53
@necros, I need to develop on a engine with moving parts, then I could make stuff that worked!
@Kona, Thanks. The lighting on my levels always goes through loads of revisions and is never helped by the fact I develop on a laptop.
@jt_, there are no plans to release this map. It was just a vehicle for me to try out some new textures and see how they work together. Only plan to release the textures.
@Scampie, The 63/27 rotation thing is not that bad, it is what I use all the time.
 Sock
#8205 posted by JPL on 2012/03/15 15:59:57
Those shots are amazing, really !
 QWMP Reckless(Meatless Remake) - A New 1on1 / 2on2 Map [Beta1 Testing]
#8206 posted by foogs on 2012/03/15 19:18:52
This is a map from the game Painkiller originally made by Tectonic and Pha3z.
I did the best I could to recreate the jump pads and I think they do work out just fine or better than most other maps with airlifts. They don't hold your hand like aerowalks so you might have to use a little practice to get used to them.
I would love to get some feedback on the map. I've already played it in a 2on2 with a friend and I think the score was like 80 - 1 in our favor so it isnt a slow map or too big for qw. In comparison I would say that the size is similar to dm2s. Only had a chance to duel it once but it seemed alright. My prediction is in the end it will play best as a 2v2 map but we will never find out because no one in quakeworld plays custom maps.
Please if you do upload this to your server let me know, also if you start a game on it let me know as well and I'll come and watch and try to get feedback from it. I'm always idling on IRC authed as foogs. nickname foogs or foogs_
I'm really interested in top euro players that I see 2v2ing all the time like Milton etc have to say about it. Also any NA players!! Maybe I could host a 1 map tournament like QuakePhil did a couple years back for all TB5 maps.
screenshots: http://imgur.com/a/ETYSG#0
textures: http://tinyurl.com/88r8mqf
map - recklessb1.bsp: http://tinyurl.com/7oatzsu
 Scampie
I can't rotate textures to 63.5 degrees in Quake
I'm pretty sure I have a QBSP that can handle floating point rotations for texture alignment, want to try that?
p.s. you're fucking awesome for even knowing and wanting that.
 Frib:
#8208 posted by metlslime on 2012/03/16 19:24:00
i didn't realize that qbsp could make that possible -- so engine support isn't needed?
#8209 posted by sock on 2012/03/16 21:26:46
I finally got a chance to organize the other images (small/medium/large formats available) for your viewing pleasure and I quickly wrote a bit of waffle about the map for anyone that is interested.
http://www.simonoc.com/pages/design/concept/bridgecrane.htm
If anyone has a favourite image from the above page, I would be interested to know.
#8210 posted by czg on 2012/03/16 22:00:46
Even I managed to hack in floating point rotation in qbsp.
It's just replacing an int with a float and an atoi() with an atof().
#8211 posted by necros on 2012/03/17 00:26:16
indust_f13 and f14-- that's where I want to be! :D
f01 is nice because it's an angle shot and also has more depth because it lets you see a little down those two side corridors.
also, any shot where the camera is down in the pit looking up. i don't know why but they look cool to me.
 Yeah
Just the compiler, that's right. So anyone working on modified tools should add that little sucker. It'd be nice if it was a standard feature!
#8213 posted by necros on 2012/03/17 01:06:32
wouldn't matter too much for me since qe3 clamps angle settings to integers. :)
do other editors do that too?
 That's Right
What a pain in the ass. Yes, the editor needs to support it too. I forgot about that. GtkR didn't support it either (no surprise) so the version I'm using had to be modified as well.
Hopefully newer editors like Willem's and Sleepywalkr's are allowing for floating point rotations (if not, please add it!)
 Sock
#8215 posted by Vondur on 2012/03/17 08:46:24
 Fribbles
#8216 posted by - on 2012/03/17 10:01:19
I'm willing to try anything once, maybe twice!
From what I see, GTKR 1.5 .maps do keep the floating point rotation intact, so if it's as easy as using a different Qbsp, that would kind of own.
 At Least, This Is A Sample Brushface
#8217 posted by - on 2012/03/17 10:02:26
( 64 64 64 ) ( 64 -64 64 ) ( -64 64 64 ) +1slip 0 0 63.5 1 1
#8218 posted by negke on 2012/03/17 10:16:37
While this is certainly cool and it would be great if someone could add/change that in BJP's Txqbsp code, I'm also a little sad that Scampie, the lazy fuck, gets away this easily for being with his first Q1SP.
 Err, What
#8219 posted by negke on 2012/03/17 10:18:00
Not for being. When making!
 Alright
Just let me find that sucker. I'll email it to you, assuming the address in your profile is valid. I'm sure mine isn't... hah!
 Editor Support For Floating Point Rotation
I'm sure you're right in that the .map format supports it. If you're on 1.5 then hopefully the GUI has been updated to work with the floats as well.
If I recall correctly, in 1.4 and earlier builds, the editor would let you set a rotation of say 26.5 and would write it out to the .map... but on re-loading the map (or re-opening the surface inspector for that face, can't remember which) it would round it back to an integer... haha.
Of course, I could be completely wrong about all of this stuff, this is going back > 5 years and my memory is hazy.
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