baronofhell
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« on: February 23, 2007, 11:35:57 AM » |
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« Last Edit: February 23, 2007, 03:59:56 PM by baronofhell »
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fromhell
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« Reply #1 on: February 24, 2007, 12:42:01 PM » |
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Kinda dark, but you're probably taking screenshots in a window (overbright doesn't work windowed)
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asking when OA3 will be done won't get OA3 done. Progress of OA3 currently occurs behind closed doors alone I do not provide technical support either.new code development on github
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baronofhell
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« Reply #2 on: February 26, 2007, 11:20:43 AM » |
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Yes I did and the level is a little dark.
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baronofhell
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« Reply #3 on: February 26, 2007, 12:03:42 PM » |
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Still WIP, the file is below:
edit: link removed
I used "do not enter" over the pit, but the bots still jump in. Any ideas?
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« Last Edit: February 27, 2007, 05:34:21 PM by baronofhell »
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dmn_clown
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« Reply #4 on: February 26, 2007, 12:58:47 PM » |
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put a "no drop" brush just above the bottom of the pit. Without this, items pile up, the bots see those items, then try to recover them.
This goes for all "pits of doom" and void maps.
Other than that it would appear that tripod has corrupted your pk3 so I can't comment further.
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baronofhell
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« Reply #5 on: February 26, 2007, 03:26:51 PM » |
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Can you try this link? also, I've added nodrop. haven't checked it yet.
edit: link removed
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« Last Edit: February 27, 2007, 05:29:16 PM by baronofhell »
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dmn_clown
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« Reply #6 on: February 26, 2007, 05:40:40 PM » |
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That link worked. The map itself isn't bad, a bit dark in spots but it adds to the atmosphere. There are also a few missing textures and it doesn't look like you positioned the nodrop brush correctly as items still pile up.
The jumppads are questionable. The texture looks like you cut and pasted the interior of iD's jumppad into a new image. We can't accept derivative's of non-free art. That should be redone.
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Malikith
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« Reply #8 on: February 27, 2007, 08:08:07 PM » |
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Just tried it, looks great dude, I really liked it, never seen another map like it, could get pretty crazy in a deathmatch hehe. The lighting seems fine, most players play with increased gamma anyway, I play with 1.4 but even at default r_gamma 1 it looked good and I could still see. Looks like that map is pretty much finished to me. By the way, the link that you have there is kinda slow, I uploaded it to my storage so people can download it alot faster. http://home.comcast.net/~malikith/transylvania.pk3
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Support Open Source Software!
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dmn_clown
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« Reply #9 on: February 27, 2007, 08:22:40 PM » |
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an aesthetic bitch of mine. The exterior areas of the map are supposed to be broken up terrain and mountainous rocks, yet the texture you've used, e7sbrickfloor2 (in the svn, btw) is a brick tile which suggests something man made and not a natural formation which throws off suspension of disbelief.
I would suggest finding a more natural looking broken rock texture, but that is your call.
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baronofhell
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« Reply #10 on: February 27, 2007, 10:53:53 PM » |
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Just tried it, looks great dude, I really liked it, never seen another map like it, could get pretty crazy in a deathmatch hehe. The lighting seems fine, most players play with increased gamma anyway, I play with 1.4 but even at default r_gamma 1 it looked good and I could still see. Looks like that map is pretty much finished to me. By the way, the link that you have there is kinda slow, I uploaded it to my storage so people can download it alot faster. http://home.comcast.net/~malikith/transylvania.pk3Thanks man
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baronofhell
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« Reply #11 on: February 27, 2007, 10:57:02 PM » |
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an aesthetic bitch of mine. The exterior areas of the map are supposed to be broken up terrain and mountainous rocks, yet the texture you've used, e7sbrickfloor2 (in the svn, btw) is a brick tile which suggests something man made and not a natural formation which throws off suspension of disbelief.
I would suggest finding a more natural looking broken rock texture, but that is your call.
I agree, but I dont have the software to create textures and I didnt find anything that was suitable. Can you suggest some texture that might be suitable? I downloaded the textures from the svn, I'm gonna go through it tomorrow.
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dmn_clown
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« Reply #12 on: February 28, 2007, 02:15:29 AM » |
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You can always use The GIMP which, while it has its limitations, is more than capable of producing a good texture.
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baronofhell
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« Reply #13 on: February 28, 2007, 12:37:28 PM » |
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Fixed a couple of bugs. Tried my hand with Gimp(I suck at creating texture) and created a rock texture for the walls. I modified the brick texture by removing the tile lines and used it for the brush faces facing up. How does it look now? http://home.comcast.net/~dadaniel30/transylvania.pk3
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tw3k
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« Reply #14 on: March 01, 2007, 10:20:35 AM » |
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i dunno if you want/like it but i messed with your bounce pad a bit.
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tw3k
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« Reply #15 on: March 01, 2007, 10:32:41 AM » |
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darker version
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baronofhell
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« Reply #16 on: March 01, 2007, 10:39:42 AM » |
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Looks cool!
I'll add it in the map, thanks!
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fromhell
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« Reply #17 on: March 01, 2007, 12:21:14 PM » |
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Where did that fire come from?
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asking when OA3 will be done won't get OA3 done. Progress of OA3 currently occurs behind closed doors alone I do not provide technical support either.new code development on github
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Malikith
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« Reply #18 on: March 01, 2007, 12:28:03 PM » |
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darker version
That looks pretty nice, nice job man.
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Support Open Source Software!
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tw3k
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« Reply #19 on: March 01, 2007, 12:32:53 PM » |
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Where did that fire come from?
in the pad or the flames? if pad..photoshop
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tw3k
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« Reply #20 on: March 01, 2007, 01:00:19 PM » |
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darker version
That looks pretty nice, nice job man. y ty can't wait to see it ingame with my picmip 5
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Malikith
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« Reply #21 on: March 01, 2007, 01:30:02 PM » |
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darker version
That looks pretty nice, nice job man. y ty can't wait to see it ingame with my picmip 5 Prediction: Solid grey with a red blurred circle. hehe.
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Support Open Source Software!
-- Catch me on IRC at the Open Arena channel, its at irc.anynet.org at #openarena --
-- If you need to contact me for whatever reason, my messenger info is all next to my avatar, go ahead and add me up. --
-- Running Fedora Core 6 X86_64 --
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dmn_clown
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« Reply #22 on: March 02, 2007, 12:44:41 AM » |
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i dunno if you want/like it but i messed with your bounce pad a bit.
You might get a better looking image if you used the circ5-3.xcf source image (source/assets/textures/clown/circ5-3.xcf). @baron: I like the original shader for that texture better with the yellow pulse, the sin wav stretch kinda looks cheesy. Also you should use the sfx/flame2 shader available in the project (it has a nice flare when you remember to add the -flares switch to the bsp stage of q3map2.
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tw3k
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« Reply #24 on: March 03, 2007, 05:34:59 PM » |
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You might get a better looking image if you used the circ5-3.xcf source image (source/assets/textures/clown/circ5-3.xcf).
yup, that helps
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