I can see a lot of work has gone into the trims and such already, I think maybe it's the contrast between the trims and the main texture that isn't different enough.
Let's be honest, the map still looks very nice and this is purely a stylistic suggestion on my part. There's nothing wrong with saying "this is my map and I want it to look like this".
Yeah
#9976 posted by RickyT33 on 2013/11/17 14:10:59
I was just elaborating on what could be meant by 'breaking up large walls'. The map does look really nice! I love those arches, and the mood of the lighting, in the shots.
Negke is right about the marksurfaces thing, but I know what it's like to be surfing the limits, and you get the map to compile nicely, why fuck with it at that point, when it's already looking really nice.
TBH it looks pretty decent to me man, go with your heart :)
I'm Loving
#9977 posted by Drew on 2013/11/17 18:52:09
every shot you've put up so far.
#9978 posted by [Kona] on 2013/11/18 00:01:49
Well they are quite flat walls. But lots of popular mappers like czg have quite plain walls. I always try to pack as much detail into walls as possible, but then I could never make any of my levels very big. That's the trade-off of putting in lots of detail. Players prefer bigger levels over lots of fine detail.
#9979 posted by Rick on 2013/11/18 05:20:45
you can make one actual brush-based template and use it elsewhere as point entities
Negke, can you (or anybody) explain how exactly to do this? It's something I could possibly use in a couple of places.
There were some brushes that absolutely had to be changed and when I fixed them it blew the marksurfaces over the limit again.
#9980 posted by negke on 2013/11/18 08:45:44
You can first try this: open the map file in a text editor and move all recently-added brushes (the ones after which the limit was exceeded) higher up, preferably to where the older brushes in the particular area are. This can arbitrarily lower the marksurfaces again.
The template trick is essentially a modelindex hack. You can look it up in mce.map (available on my site), it's used for the light sources and ammo pickups.
The original ("template") entity is a brush-based info_notnull located at 0 0 0. While this location isn't absolutely necessary, I wouldn't put it elsewhere because then it'd make placing the clones a pain in the ass. It's also lit there. I strongly recommend moving it up in the .map so it's the very first entity after worldspawn for easier reference. To save an edict, remove it on mapstart with "think" "SUB_Remove" or killtarget.
Then you can put point info_notnulls where you want the clones to appear and give them the corresponding values of the template, e.g.
"model" "*1"
"modelindex" "2"
This will create nonsolid copies of the original brush model which do not add to the model limit but take up an edict slot. They can be rotated, too.
It's possible to further modify their 'state', so to speak. For example, you can make them solid or turn them into static entities (=no edict) by adding "think" "func_wall" or "func_illusionary" and "nextthink" "0.1". However, this will override any custom rotation!
Cool Trick
#9981 posted by ijed on 2013/11/18 12:11:58
I tried to do a similar thing with func_doors through qc. It even worked as well, after Preach explained some of the nuances of collision generation.
Nobody cared though.
Okay, Thanks
#9982 posted by Rick on 2013/11/18 15:07:14
I may have to give that a try. It's a bit more complex than I thought it would be, but it could prove to be useful. Thanks for the explanation.
As far as moving brushes in the .map file to reduce marksurfaces, I've never tried that. However, my usual trick is to copy a large group of brushes that are near each other, delete them, save the map, then paste the brushes back in. I've always assumed that this is also moving the brushes around in the .map file. At any rate, it will often reduce the marksurfaces by several hundred.
I only do this when BSP goes crazy and ups the marksurfaces by a huge amount when some insignificant change was made. I don't worry about it when the change in marksurfaces seems reasonably proportionate the whatever change I've made in the map.
I Cared!
#9983 posted by Preach on 2013/11/18 21:58:37
That was cool. It's also the kind of thing "external model" support in Quoth is meant to help with. Currently having an actual external file is a bit cumbersome to install (and to delete when the map is finished though), so it's a bit of a hard sell to get working.
One potential solution could be to create an "internaliser" tool, which would operate on your base bsp file. It would look for all your entities which reference an external bsp file, load that external file, and bake them into the bsp as an internal model. In effect, it's formalising negke's entity hack above, but in a way that doesn't require fiddling with brush order to get it working. Plus because you created the external model independently, you've got the freedom to light it without the rest of the map interfering, and easily set the rotation centre.
There is a second solution to the loose file difficulty, but I'm afraid I'm not yet at liberty to say...Or I'd just really like to see the internaliser become reality so I've got to sell it to someone with the bsp know-how.
Sounds Like The
#9984 posted by ijed on 2013/11/19 00:17:16
Bsp referencing compartmentalised sections of itself...
The Func_door_model
#9985 posted by ijed on 2013/11/19 00:22:06
Was just idle experimentation really. Whilst I tip my hat to those who struggle to colour within the lines of bsp1 limits, I decided not to bother with it.
The internalizer you mention in fact sounds something like the skip utility, which moved brush face around so they wouldn't be visible.
More Screenshots Please!
Thank you!
SCRAPS.
#9987 posted by Shambler on 2013/11/22 20:32:54
<@Bal> http://www.born-robotic.net/content/maps/balostepisode.zip
<@sock> someone should re-work them into maps with vanilla gameplay
Some Very Nice Maps In There...
#9988 posted by Barnak on 2013/11/23 01:51:53
Too bad there aren't much monsters to fight, in these giant maps.
I guess I'll have to play them with the DMSP mod.
Finish Them!
Oh lord these maps look great. I can't believe these are sitting around unfinished. None of my scrap levels are anywhere near this kind of quality or completion (I usually rough out a couple of rooms, you seem to make entire maps!)
Why The Cruelty ?
#9990 posted by Barnak on 2013/11/24 02:47:17
Those superb maps doesn't do anything with the DMSP mod. WTF !?
Why, O why Lord !? The b1blue, b1office and b1rocks are so cool, why not finish'em ??
At A Guess
#9991 posted by yesterday on 2013/11/24 23:25:12
There are no info_player_deathmatch entities...
Yeah
#9992 posted by bal on 2013/11/25 08:07:46
There are no deathmatch starts in those maps, which is why they won't work with dmsp. The map files are there though, so I guess it'd be fairly quick to throw some in and -onlyents compile.
Just Started
#9993 posted by Spiney on 2013/11/25 15:44:41
Extending Daikatana mainmenu graphics for widescreen support. Fun!
http://spiney.me/files/etc/back0.png
If there's one thing I loved about Daikatana it was the texture-work. So rich and detailed.
#9995 posted by yhe1 on 2013/11/26 05:28:28
Can somebody do a hack of Daikatana to make those two side kicks Invulnerable?
Pixel Life
#9996 posted by sock on 2013/11/26 23:47:16
Brushwork Looks Ace
#9997 posted by mfx on 2013/11/26 23:54:58
but those yellow windows, i don�t know.
I like it, very quaint. Almost thief-like in some respects.
Not everything has to be some outrageous structure.
Lots Of Character
#9999 posted by Drew on 2013/11/27 03:00:47
I'm kind of surprised since I usually love the yellow windows, but I agree with mfx. They don't look bad but maybe a more toned down intensity or different colour would be better? Might be worth tinkering with.
Such a minor thing, but of course it's hard to find serious flaws with your shots.
|