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OpenArena Contributions => Maps => Topic started by: Neon_Knight on January 17, 2014, 04:01:29 am



Title: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on January 17, 2014, 04:01:29 am
With Volume 1 out of the way, it's time to start thinking about this one. I'll remind you the rules:

  • The maps and the assets used to create them must be GPLv2-complaint. Licenses which can enter: Public Domain, GPLv2, GPLv1, and stuff made from scratch as long as it's licensed on one of these licenses. Everything else (CC, copyrighted stuff -!-) is out.
  • The maps of this pack must work on a vanilla OA folder, without the need of compatibility packs. We're taking 0.8.8 as the reference version. Most of the people playing this pck will surely have a vanilla folder and other PK3 causes us unnecessary headaches when it comes to testing and bugfixing.
  • Botplay AAS file required. Not everyone wants to play online.
  • Stick to default OA gametypes. Not everyone has mods.

And some recommendations:

  • Although the style of the maps is up to the mappers themselves, we prefer maps made specifically for this pack over updatings and original works over remakes.
  • Create a Readme! The OA wiki has a readme model (http://openarena.wikia.com/wiki/Readme_Model) you can use.
  • Avoid as much as possible to name your asset folders with known names such as xcsv or mkoxide or swelt*. If possible, use the oacmp_ prefix to differentiate the asset folder from the originals.

More related stuff can be found in the Developer FAQ. (http://openarena.wikia.com/wiki/OACMP/DeveloperFAQ)

I know Akom has already done 4 or 5 maps. I have 3 of them in progress. And there's Peter's which didn't made the full cut for OACMP1. Who else is going to participate in this?


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on January 17, 2014, 04:15:57 am
BTW, after OACMP2 it would be a good idea to focus all of our efforts into helping fromhell getting OA3 done.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on January 17, 2014, 04:29:56 am
I think to be able to only bring a very small "tourney" map, just a small "fun map". I cannot spend the time I spent for "under destruction" map again.  :)
I already have the idea, and a rough base to start from (a test Akom did many years ago starting from my idea).
I'm still not sure about the results.

Of course, you know I'll do what I can (although I have my deficiencies) for testing.  :)

-----------------

A map I'd like to see in OACMP Vol. 2 is a screenshot someone showed us a long time ago. I remember a single screenshot of a map with two pirate ships fighthing (maybe that was a CTF one, I'm not sure). From what I can recall, that looked a really cool setting.  8)
But I don't remember who was the author of that screenshot (Moixie maybe? Or who else?), or the reason why it was not in OACMP Vol. 1 (maybe the author said that it was too small, and he would have had to redo/enlarge it, but at that time it was a bit too late to add more maps to the pack?)...

I'd really like to see that map done. Does someone remember something about it?


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on January 17, 2014, 04:37:21 am
I hope to finish at least one map for this pack. I have three of them, and I want at least one of them to make the cut.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on January 17, 2014, 04:39:36 am
I hope to finish at least one map for this pack. I have three of them, and I want at least one of them to make the cut.
I have no problem if you will include all three of them, or even more. Noone said Volume 2 cannot include more maps than Volume 1. :)
I would also be curious for your Rooftop Freefall (http://openarena.ws/board/index.php?topic=4792) map.  ;)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on January 17, 2014, 04:41:29 am
That map was more of an experiment. I haven't worked on it on a very long time.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on January 17, 2014, 04:56:59 am
About the pirate-themed map, I found who is its author: Moixie!

http://openarena.ws/board/index.php?topic=4679.msg46621#msg46621


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on January 17, 2014, 05:14:45 am
BTW, we can count this as another tool: a readme model. I should make an OA version.

http://lvlworld.com/txt/sample-readme.txt


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on January 17, 2014, 05:50:52 pm
For those willing to collaborate, I suggest to you that you read the DeveloperFAQ for this pack.

http://openarena.wikia.com/wiki/OACMP/DeveloperFAQ


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Akom74 on January 19, 2014, 07:12:13 am
With Volume 1 out of the way, it's time to start thinking about this one. I know Akom has already done 4 or 5 maps. I have 3 of them in progress. And there's Peter's which didn't made the full cut for OACMP1. Who else is going to participate in this?

I'm thinking to not release maps for Volume 2 but release them as normal OA maps.

.....don't know......

;)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on January 20, 2014, 05:21:06 am
Do not be angry with me...  ;D
Just another reminder to do not publish completely untested heavy changes:
In the screenshot attached, an oacmpdm9 glitch, probably caused by changes done the day right before the final release, or the same day, which we had no way to test.
I hope for Volume 2 there will not be so big "last minute" changes (in Volume 1, I fear a few maps have been altered too much after RC2...).

@Akom: I think you may release them in OACMP, I can guess this may give them some more "visibility" than standalone maps.  ;) Our final goal is just to hope that someone around the World may enjoy to spend some time with the result of our work, isn't so?  :)
If the problem is related with changes which modified your maps from your initial ideas, I hope next time similar changes will be proposed, done and tested with the right timings (example: during Beta stage instead of RC stage). Is that the problem? However, if one does not feel the map in the final OACMP as "his own map" anymore, the license allows him (or anyone else) to also publish a "director's cut"/"original cut"/"remix"/"etc." version by his own, with some or many differences than the version used in OACMP (even months after OACMP release).  ;)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on January 20, 2014, 06:20:39 am
I'm considering to use fromhell's approach and create an "OACMP Commits" thread. It may even work better than any kind of CVS such as SVN or Git. At least it has proven to be reliable for OA 0.8.x. It's an extra step, but a mostly secure and clean one.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Suicizer on February 08, 2014, 03:23:53 pm
After questioning if OA_Suicizer should appear in OA3 instantly or test it out by using the OA Community Mapppack Volume Project, I wonder:

What is (or are) the goal(s) of this mappack actually?

I know Neon_Knight did a great job posting that reminder here, but those points aren't the actual goal of this piece of project, are they??!


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on February 08, 2014, 03:43:34 pm
Copypaste from the Wiki:

Quote
OpenArena Community Mappack (also called OACMP) is a series of mappacks containing GPL'd maps made by the community itself. The idea is to give GPL servers something else to play aside of the official maps and the already GPLv2'd maps.

http://openarena.wikia.com/wiki/OACMP


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Suicizer on February 08, 2014, 05:36:50 pm
Copypaste from the Wiki:

Quote
OpenArena Community Mappack (also called OACMP) is a series of mappacks containing GPL'd maps made by the community itself. The idea is to give GPL servers something else to play aside of the official maps and the already GPLv2'd maps.

http://openarena.wikia.com/wiki/OACMP

Perhaps because I'm used to the including model of Cube Engine 2 I still don't get it.
So maps of the community have a lower (to none) chance to be included as they need to be in the community pack first?


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: fromhell on February 08, 2014, 06:08:33 pm
It has to do with license, copyright crap past the radar (having to pull OA 0.8.0 was not a fun time for anyone here, and I know Sauerbraten had a pulling over a contributor sneaking in copyrighted material he claimed as his own as well) and the file support of the engine doesn't make it ideal to massively include every map available.    It is a bigger risk for the base release because the base gets circulated as a standard package in many distro repositories and mirrors...


Also, I don't like large file sizes.   I know OA's player pak files go over 100mb and that's due to lots of textures and bloated MD3 frames out of having high polycounts and it's even worse when they're actually loaded in game because they can trip the memory limit and cause a crash.  Going all single textured MDR would make that total 26mb in theory and keep the memory safer - even more than Q3 (assuming r_picmip 1).    Maps and their textures required also go a bit over 100mb.  That's understandable for the textures since we do have a 2x res direction since that's mostly a harmless graphical gain that can be reduced painlessly... though it could help the extreme low end if we also had paletted pcx textures half or quarter the size that get loaded instead by option, even with alpha channels done by index 255 chroma key...


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on February 09, 2014, 07:37:28 am
Copypaste from the Wiki:

Quote
OpenArena Community Mappack (also called OACMP) is a series of mappacks containing GPL'd maps made by the community itself. The idea is to give GPL servers something else to play aside of the official maps and the already GPLv2'd maps.

http://openarena.wikia.com/wiki/OACMP

Perhaps because I'm used to the including model of Cube Engine 2 I still don't get it.
So maps of the community have a lower (to none) chance to be included as they need to be in the community pack first?
You're getting the wrong idea.

It was NEVER (and it will NEVER be) a request to add a map to OACMP in order for it to be added to an official OA release. Anyone, as long as they respect the development (http://openarena.wikia.com/wiki/NOTTODO) rules (http://openarena.wikia.com/wiki/DeveloperFAQ) for OA (http://openarena.wikia.com/wiki/GoodPractices) itself, is still able to contribute to the game by sending their stuff to the SVN Commits (http://openarena.ws/board/index.php?topic=1945.0) thread. I have done many maps for OA (the am_* maps) and they were included in either the SVN or official releases or both. And even the times where my stuff hasn't made the cut, I was told what they needed to be changed in order to be compliant. The thing with OA3, though, is that we want to stop being FOSS gaming's favorite punchbag. And for that to be a reality we need to stop a bit with the "throw everything you can find as long as it's free" mentality which made the 0.x versions a "mess" (a past contributor with commit access who isn't anymore in these forums is the one to blame for that, not fromhell).

Back to OACMP, the objective is not only to have something extra for GPLv2 servers but also to get something close to an official release while waiting for OA3 to be done and to atract people in order to collaborate.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Suicizer on February 09, 2014, 07:49:24 am
Copypaste from the Wiki:

Quote
OpenArena Community Mappack (also called OACMP) is a series of mappacks containing GPL'd maps made by the community itself. The idea is to give GPL servers something else to play aside of the official maps and the already GPLv2'd maps.

http://openarena.wikia.com/wiki/OACMP
R
Perhaps because I'm used to the including model of Cube Engine 2 I still don't get it.
So maps of the community have a lower (to none) chance to be included as they need to be in the community pack first?
You're getting the wrong idea.

It was NEVER (and it will NEVER be) a request to add a map to OACMP in order for it to be added to an official OA release. Anyone, as long as they respect the development (http://openarena.wikia.com/wiki/NOTTODO) rules (http://openarena.wikia.com/wiki/DeveloperFAQ) for OA (http://openarena.wikia.com/wiki/GoodPractices) itself, is still able to contribute to the game by sending their stuff to the SVN Commits (http://openarena.ws/board/index.php?topic=1945.0) thread. I have done many maps for OA (the am_* maps) and they were included in either the SVN or official releases or both. And even the times where my stuff hasn't made the cut, I was told what they needed to be changed in order to be compliant. The thing with OA3, though, is that we want to stop being FOSS gaming's favorite punchbag. And for that to be a reality we need to stop a bit with the "throw everything you can find as long as it's free" mentality which made the 0.x versions a "mess" (a past contributor with commit access who isn't anymore in these forums is the one to blame for that, not fromhell).

Back to OACMP, the objective is not only to have something extra for GPLv2 servers but also to get something close to an official release while waiting for OA3 to be done and to atract people in order to collaborate.

What's the point then of being included in the mappack when you can also be included in official OA ???


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: pelya on February 09, 2014, 07:57:07 am
Because mappack is an easier way to organize mappers and testers effort (and get at least some legal audit), it allows players to use new maps right now, instead of waiting indefinitely long amount of time for OA3 release, and it made bigger news than just releasing individual maps one-by-one.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on February 09, 2014, 01:24:23 pm
Also, OA3 will have even more strict quality standards than OACMP.

Oacmp recommends using good techinques, while OA3 requires more strict performance and filesize requirements (I don't remember details at the moment).

Update: More, OA3 will not include quake-series-remakes in the main package anymore.

So maps of the community have a lower (to none) chance to be included as they need to be in the community pack first?
OACMP and OA3 are two independent things, however nothing prevents a map first released in one pack to later be "adapted" into an "improved" version in the other one. However:
- OA3 has got more strict requirements.
- In both cases, the maps have to be GPL-compliant and the author has to clearly state his will to include it in a certain pack (well, anyone can "fork" a GPL map -after being sure it was really GPL-, make changes, and then submit it).
- I can guess that having absolutely identical maps in OACMP and OA3 would have little sense. In case of double release, I suppose maps should be somehow "remixed".
- The final word about what goes to official OA releases stands to Fromhell only. Well, in case Fromhell would state something about a certain OACMP map, I suppose we would follow that indication anyway... but in case of official OA stuff, it's Fromhell in person who actually places the files into the SVN repository.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on February 11, 2014, 07:04:42 pm
Considering how things evolved with OACMP vol. 1, I'm very tempted to enforce good building techniques as well. Especially when how to reach those good building techniques isn't THAT hard to achieve, yet it's very overlooked.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on February 12, 2014, 02:33:22 am
Good mapping techniques are of course an advisable thing.

However, OA3 map requirements (http://openarena.wikia.com/wiki/OA3#Maps) include a few ones that may be impossible to fit even following as much as possible all good mapping techiniques, depending from the map you are going to create.
Quote
- The game will be shipped only with unique, non-knockoff maps. Tributes and remakes of commercial games' maps enter the third-party territory.
- Might not exceed 5mb uncompressed.
- Must reach 30fps on Pentium II 233MHz computer with simple items.
I think maps not fitting these three items (hence, not being adapt for OA3 main package) may still fit OACMPs. This is not meant as an encouragement for using bad mapping techniques, I just want to say that "tribute/complex/large/open" maps may find place in OACMPs instead of OA3.

PS: I do not know how it is possible for mappers/testers to actually perform the "Pentium II test". Who has got a Pentium II available nowadays? And which graphic card? And using which graphic settings? With or without bots?
If that would be a test Fromhell would personally do, I can guess will do for "official" OA3 maps, not for "unofficial" OACMP maps, which development Fromhell follows (relatively) little.

By the way, it's not clear if the "5 MB limit" refers to .bsp or .map... I can guess it refers to .bsp, but I'm not sure...


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Akom74 on February 16, 2014, 03:49:26 pm
Quote
- Might not exceed 5mb uncompressed.

.... it's not clear if the "5 MB limit" refers to .bsp or .map... I can guess it refers to .bsp, but I'm not sure...

I think that little but optimized map are welcome for OA3.
Oa_Suicizer, tiny map but detailed it's 2,14 MB (2.252.800 byte)
Udestruction (from V4_fixed), large ambient but not filled with polygons it's 5,00 MB (5.251.072 byte)

Just for example :P

;)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on February 17, 2014, 12:41:18 am
Do not be angry with me...  ;D
Just another reminder to do not publish completely untested heavy changes: (...) I hope for Volume 2 there will not be so big "last minute" changes (in Volume 1, I fear a few maps have been altered too much after RC2...).
Note taken.

I'm going to give you a reminder, as well. When I, or someone else, says that something "it's not going to be fixed", stop insisting. Major things such as BSP holes and entities not working correctly have a MAJOR priority than minor things such as "this weapon is 4 pixels out of place?".

Also a reminder to everyone: PLEASE, FOR THE LOVE OF ALL THAT IS RIGHT, USE GOOD BRUSHWORK!!! And also use the latest versions of q3map2/bspc!!! Remember that not everyone who plays OA will have a powerful computer which can handle tons of polygons at the same time. Bad brushwork increases needlessly the amount of polygons rendered at the same time. Not to mention the amount of unnecessary headaches. Time and efforts can be saved if everything is thought from the principle.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on February 17, 2014, 02:39:34 am
Just for example :P
Did you notice oacmpdm7 (plan 9 from outer space) is 5 MB, or even a bit more?
That's a very small map (but with a skybox)... I don't know the reason of its size. I don't know what may cause a such small map to have a such bsp.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on February 18, 2014, 02:13:02 am
I'm going to give you a reminder, as well. When I, or someone else, says that something "it's not going to be fixed", stop insisting.
Okay, but don't confuse "list" and "recap" with "insist".  ;)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on February 24, 2014, 04:33:23 am
Searching for a small help...

I started working on my OACMP volume 2 map, using GTKRadiant 1.5 (I used Q3Radiant for my previous map)...
There is a thing I don't understand...
I do something that should "group" some brushes (selecting more brushes, then "N", and select something like "func_bobbing" or "func_group")... but then, when I later I select (shift-click) one of the brushes, it immediately selects only it... how to select all the previously "grouped" brushes at once?

Are there other ways to "group" brushes?


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on February 24, 2014, 05:05:48 am
Ctrl + Alt + E. Try that.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on February 24, 2014, 05:20:11 am
Ctrl + Alt + E. Try that.
Works! Thank you!  ;)

I will need some time to get used to the changes from Q3Radiant... (in Q3Radiant, when you shift-click on a brush whish is part of a group, all those brushes are selected at the same time at first, and then you have to press tab key to cicle between them. In GTKRadiant, instead, shift-click selects only one brush, and you have to ctrl+alt+e to have also all other brushes of the group selected).

Just for the record, GTK Radiant "shortcuts list" mentions that command as "Expand selection to entities".


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on February 25, 2014, 04:46:07 am
Another issue with GTKRadiant 1.5.

When I do some change to grouped brushes (e.g. "func_bobbing" brushes), for example to add more brushes to the group... or to move some brushes which are part of the group... it causes some error. Everything seems normal in the editor, but when I compile the map and try to load it, OpenArena fails and returns this error message: "sv_setbrushmodel: null".

This seems to be because gtkradiant has somehow "duplicated" the entity, instead of just updating it...
if I open the .map file with a text editor, I can see something like this:
Quote
// entity 25
{
"classname" "func_bobbing"
"height" "10"
}
// entity 26
{
"classname" "func_bobbing"
"height" "10"
// brush 0
{
( 888 864 346 ) ( 888 848 346 ) ( 872 848 346 ) sfx/b_flame-oasago 64 167.3720703125 180 0.125 0.0725445747 0 0 0
( 872 848 322 ) ( 888 848 322 ) ( 888 864 322 ) sfx/b_flame-oasago 64 167.3720703125 180 0.125 0.0725445747 0 0 0
( 888 856 322 ) ( 888 856 346 ) ( 888 864 346 ) sfx/b_flame-oasago 71.732421875 170.6665039063 180 0.0736608505 0.09375 0 0 0
( 884 863 322 ) ( 884 863 346 ) ( 877 867 346 ) sfx/b_flame-oasago 0 170.6665039063 180 0.0625 0.09375 0 0 0
( 876 863 322 ) ( 876 863 346 ) ( 869 859 346 ) sfx/b_flame-oasago 0 170.6665039063 180 0.0625 0.09375 0 0 0
( 872 856 322 ) ( 872 856 346 ) ( 872 848 346 ) sfx/b_flame-oasago 71.732421875 170.6665039063 180 0.0736608505 0.09375 0 0 0
( 876 849 322 ) ( 876 849 346 ) ( 883 845 346 ) sfx/b_flame-oasago 0 170.6665039063 180 0.0625 0.09375 0 0 0
( 884 849 322 ) ( 884 849 346 ) ( 891 853 346 ) sfx/b_flame-oasago 0 170.6665039063 180 0.0625 0.09375 0 0 0
}
// brush 1
{
( 888 1008 346 ) ( 888 992 346 ) ( 872 992 346 ) sfx/b_flame-oasago 64 167.3720703125 180 0.125 0.0725445747 0 0 0
( 872 992 322 ) ( 888 992 322 ) ( 888 1008 322 ) sfx/b_flame-oasago 64 167.3720703125 180 0.125 0.0725445747 0 0 0
( 888 1000 322 ) ( 888 1000 346 ) ( 888 1008 346 ) sfx/b_flame-oasago 71.732421875 170.6665039063 180 0.0736608505 0.09375 0 0 0
( 884 1007 322 ) ( 884 1007 346 ) ( 877 1011 346 ) sfx/b_flame-oasago 0 170.6665039063 180 0.0625 0.09375 0 0 0
( 876 1007 322 ) ( 876 1007 346 ) ( 869 1003 346 ) sfx/b_flame-oasago 0 170.6665039063 180 0.0625 0.09375 0 0 0
( 872 1000 322 ) ( 872 1000 346 ) ( 872 992 346 ) sfx/b_flame-oasago 71.732421875 170.6665039063 180 0.0736608505 0.09375 0 0 0
( 876 993 322 ) ( 876 993 346 ) ( 883 989 346 ) sfx/b_flame-oasago 0 170.6665039063 180 0.0625 0.09375 0 0 0
( 884 993 322 ) ( 884 993 346 ) ( 891 997 346 ) sfx/b_flame-oasago 0 170.6665039063 180 0.0625 0.09375 0 0 0
}
[...]
Do you notice? It somehow "duplicated" the group. Entity 26 is the "correct" group (includes brushes), while Entity 25 is a "ghost" group: it has got no brushes, so the game does not know how to manage it.
To solve the issue, I have to locate and manually delete the lines about the ghost group with the text editor. Then I can re-open the map in Radiant.

This is very annoying even now that the map has got very few entities. Does anyone know some solution/workaround to prevent this from happening?


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on February 25, 2014, 05:25:47 am
AFAIC, Setbrushmodel Null is normally caused by an empty brush-based entity, normally func_*.

In that part of yours, the first func_bobbing is empty. If you want to duplicate the func_bobbing, you have to select the brushes manually, either by selecting them at hand in a 2D view or by using the Entity list. If you use Ctrl+Alt+E it also selects the func_bobbing entity. It shouldn't be selected.


Title: Themeless map, looking for a new owner
Post by: jangroothuijse on February 25, 2014, 01:22:24 pm
I've made something; i can't promise i'll finish it anytime soon; but its basically a floor plan that needs a theme (now consists of 3 textures and a sky...). I don't know if this is wanted here, but i'm basically inviting anyone who feels like it to try and theme it. Perhaps a way for people to start mapping?

It already has most items (but lacks ammo) and has bot support (decent bot support even). So please, if you have a nice idea, finish it. If you need some support (it has many patches...if you want me to change them, split them, etc..), please PM me.

In the meantime, its playable.

http://jan.groothuijse.net/img/jx1b1-13q.pk3 (http://jan.groothuijse.net/img/jx1b1-13q.pk3)
(http://jan.groothuijse.net/img/shot0061.jpg)

edit: no it does not have a dead-end, it has an unmarked teleporter: just walk into the wall...


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on February 25, 2014, 01:43:21 pm
I've made something; i can't promise i'll finish it anytime soon; but its basically a floor plan that needs a theme (now consists of 3 textures and a sky...). I don't know if this is wanted here, but i'm basically inviting anyone who feels like it to try and theme it. Perhaps a way for people to start mapping?

It already has most items (but lacks ammo) and has bot support (decent bot support even). So please, if you have a nice idea, finish it. If you need some support (it has many patches...if you want me to change them, split them, etc..), please PM me.

In the meantime, its playable.

http://jan.groothuijse.net/img/jx1b1-13q.pk3 (http://jan.groothuijse.net/img/jx1b1-13q.pk3)
(http://jan.groothuijse.net/img/shot0061.jpg)

edit: no it does not have a dead-end, it has an unmarked teleporter: just walk into the wall...
if you don't mind, I'll do. The three maps I'm making will take some time to get a good look and a proper item placement. In the meantime, I will texture this. What do you think?


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: jangroothuijse on February 25, 2014, 02:17:51 pm
if you don't mind, I'll do. The three maps I'm making will take some time to get a good look and a proper item placement. In the meantime, I will texture this. What do you think?

Unless you're being sarcastic, cool! I've tried to make better brushwork, no more overlap nor using subtract and all non-visible (with curves off) faces are caulked. If there still are issues, please let me know...


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on February 25, 2014, 02:34:27 pm
NOT AT ALL! It wasn't sarcasm at all.
I really feel that I haven't really contributed anything to the previous pack.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Akom74 on February 25, 2014, 03:03:30 pm
NOT AT ALL! It wasn't sarcasm at all.
I really feel that I haven't really contributed anything to the previous pack.

You don't have to blame yourself, time is our big enemy  :P
I think you don't have to change or modify other maps, but you have to make your map as all we do.

By the way, map's optimization is welcome  ;D

;)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: jangroothuijse on February 25, 2014, 04:07:33 pm
NOT AT ALL! It wasn't sarcasm at all.
I really feel that I haven't really contributed anything to the previous pack.

You're being an IT project leader, whose personnel is unpaid, not formally trained for the job and generally unreachable; yet somehow you manage to ship a product, you should be proud, you contributed more than enough.

It would be awesome if you did something with this map, but please don't let it take away time from your other maps.



Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on February 26, 2014, 03:34:34 am
Jan's map looks nice. I quickly tired it, and it has got that "Jan's style"... It looks like oajgdm3 with a little of oajgdm2.
I suppose this can work.  :)


Title: A few ideas for potential OACMP Volume 2 map
Post by: Gig on February 26, 2014, 03:52:58 am
A few ideas for potential OACMP Volume 2 maps (if someone else is able to do them...):

- A "cockroach" map, where you are small and you are in a giant room with normal-but-enormous tools (example: reqkitchen (http://lvlworld.com/review/id:1868))
- A "cell-shaded" (cartoon style) map, like 13island (http://lvlworld.com/review/id:1991). (I don't know how, but they even managed to change the rocket explosion into cartoon style -see attached screenshot-... only when playing on that map!)
- A pirate ships-themed map (example screenshot from a Moixie's post (http://openarena.ws/board/index.php?topic=4679.msg46621#msg46621)).
- A rooftops map where it is easy to fall down, but in that case you don't die, you just are teleported elsewhere.


Title: Re: A few ideas for potential OACMP Volume 2 map
Post by: grey matter on February 26, 2014, 08:39:40 am
- A "cockroach" map, where you are small and you are in a giant room normal-but-enormous tools (example: reqkitchen (http://lvlworld.com/review/id:1868))
There's also reqbath (http://lvlworld.com/review/id:1526) and most of the World of Padman maps (http://worldofpadman.net/website/gallery/album/11/wop-maps.html) (unfortunately there's a lack of proper official screenshots).


Title: Re: A few ideas for potential OACMP Volume 2 map
Post by: Akom74 on February 26, 2014, 11:49:25 am
A few ideas for potential OACMP Volume 2 maps (if someone else is able to do them...):

- A "cockroach" map, where you are small and you are in a giant room with normal-but-enormous tools (example: reqkitchen (http://lvlworld.com/review/id:1868))
- A "cell-shaded" (cartoon style) map, like 13island (http://lvlworld.com/review/id:1991). (I don't know how, but they even managed to change the rocket explosion into cartoon style -see attached screenshot-... only when playing on that map!)
- A pirate ships-themed map (example screenshot from a Moixie's post (http://openarena.ws/board/index.php?topic=4679.msg46621#msg46621)).
- A rooftops map where it is easy to fall down, but in that case you don't die, you just are teleported elsewhere.

Gig, map's ideas are listed here :P
http://openarena.ws/board/index.php?topic=4646.0

By the way, the mappack will be created from mapper chioces and creativity, imho.

;)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: fromhell on February 26, 2014, 01:22:37 pm
If there's going to be a 'rats'/'runtfest' style map there could be some care taken into texture switching, for example make all the books use the same texture image and carefully use scale/align values to match each book cover and etc...  usually the #1 complaint is the performance because of the vast areas required to be rendered, though there definitely is room for optimization without much loss, even compared to those old 2000/2001 era maps.  

also we'd have to avoid brands or even parody of brands. so if there's ,for example a cereal box...... it should be just text of "CEREAL #1" and "CEREAL #2" etc. You get the idea.

and finally, anyone ever played Battle Bugs?  100% of that game was just area domination over food, so doing such a map to support domination would be a shoutout in itself



I think the pirate ship stuff could turn into airships still, the helicopter airship variety rather than the zeppelin type, so there's more vertical air room and less curves to render..


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Akom74 on February 27, 2014, 09:42:37 am
If i'm not wrong, tomorrow it's the final date for the release of Volume 1.
In the meantime the official topic for Volume 2 will be opened ?

;)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on February 27, 2014, 10:03:33 am
This is the official topic for OACMPv2.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Akom74 on February 27, 2014, 10:16:03 am
This is the official topic for OACMPv2.

"Gauging interest"  ??? ???

Ok, no problem.... :P.....

;)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on February 27, 2014, 10:24:16 am
I had the dame dubt up to some days ago. Now I suppose NK will update the title of the thread when we will pass from a phase to the next one.

About V1, I hope for another test version.

Ps: about a potential Cockroach map, of course we would have the additional problem of not being able to use pictures of existing products, because they are copyrighted.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on February 27, 2014, 10:25:58 am
It's the same procedure as with OACMP1. Once the first beta is released, the title of the topic will be changed.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Akom74 on February 27, 2014, 10:33:50 am
It's the same procedure as with OACMP1. Once the first beta is released, the title of the topic will be changed.

It's ok for me, but please delete (if you want or can) the stuff that not involve the "Testing the maps for Volume 2".

;)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on February 27, 2014, 10:40:25 am
It's ok for me, but please delete (if you want or can) the stuff that not involve the "Testing the maps for Volume 2".

What? I do not understand...


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on February 27, 2014, 10:43:12 am
Sorry, I don't have deleting rights. :/


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Akom74 on February 27, 2014, 10:55:47 am
It's ok for me, but please delete (if you want or can) the stuff that not involve the "Testing the maps for Volume 2".

What? I do not understand...

Nevermind......... :P

 ;)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on February 27, 2014, 11:10:10 am
IIUC, Akom means to delete thread derailments, i.e. anything which isn't related to the OACMP2.
In this case, I agree with him. Thuogh I don't have such permissions to delete posts as I'm not a mod, global mod or admin.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on March 03, 2014, 01:23:22 am
A request for who is going to make CTF maps for OACMP Volume 2: what about using the "runes"? They have been underused until now...

Reminder: "classic" runes usage is to place one set of them in each base, using "spawnflags" to allow players of a team to get only those in their own base.

Note: Runes are available in baseoa only if you set \g_runes 1.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Akom74 on March 03, 2014, 10:52:12 am
A request for who is going to make CTF maps for OACMP Volume 2: what about using the "runes"? They have been underused until now...

Remider: "classic" runes usage is to place one set of them in each base, using "spawnflags" to allow players of a team to get only those in their own base.

Note: Runes are available in baseoa only if you set \g_runes 1.

Excuse me, but runes are not for the missionpack "mod" only ?? (like Team Arena for Q3A)
If i can use it in any ctf map i'll do it for next maps.

;)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on March 03, 2014, 11:03:10 am
They were integrated with OA since 0.8.5. You must have g_runes 1 to see them.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on March 03, 2014, 11:23:59 am
OACMPDM10 has got them, but (unlike their standard usage) they are not team-limited there, intentionally.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on March 07, 2014, 05:23:52 am
Excuse me, another tech question.
I noticed that any surface which uses a shader which contains a flare effect (by either having "light 1" or "q3map_flare [flareshader_name]"), causes various "WARNING: ProjectSurfaceLightmap: Chose a 0 valued axis" to be shown by q3map2 while computing lighting. Does that represent a problem? If I would have many flares around, a would get a wall of these errors during compiling. I tried to google, but I have not found useful infos.

I have q3map2 version 2.5.17.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: jangroothuijse on March 23, 2014, 01:31:33 pm
I do not know if this is the place for it, but i'm developing a map for oacmpv2 and i could use some input from others:
http://jan.groothuijse.net/img/jx3.pk3 (http://jan.groothuijse.net/img/jx3.pk3) (depends on oacpmv1 (http://openarena.ws/board/index.php?topic=4905.0) and dsiv2 by neon_knight (http://openarena.ws/board/index.php?topic=664.msg50522#msg50522))

I guess if you can notice whats off about it, you should get a virtual cookie.

Still todo:
  • lighting
  • perhaps switch color scheme? I like the dsi pack but the tri-color thing was perhaps a mistake
  • markings for teleporters
  • bot optimization

I could use input on:
  • Item placement
  • Any ideas on marking the teleporters
  • Other suggestions


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on March 24, 2014, 01:52:54 am
Uhm... for the moment, there is not so much to comment. That's just a small alpha (the map isn't "closed", so it's not so easy to guess what will be its final size or shape). Are you sure you attached the right version of the map?

I have not understood if you wish to strictly follow the Dsi mappack idea (http://openarena.ws/board/index.php?topic=664.0) (using a VERY restricted set of textures only), or not...

If not, what's about the cool teleporter from "five steps ahead" map (pul1duel-oa (http://openarena.wikia.com/wiki/Maps/pul1duel-oa)), changing its color if you prefer? Just an idea...


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: jangroothuijse on March 24, 2014, 02:44:08 am
Well, it should contain some intermediate products,for fun and because the version without trimming is easier to edit. I included a .arena file with a section for the latest version: jx3f.

Like any modern dev, i forgot about the poweruser...sorry gig...just do /map jx3f...


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on March 24, 2014, 03:13:28 am
Okay, this way I see the right map!  :)

Not bad... A bit maze-like, reminds me a bit about your oacmpdm6 map.

Well, it should contain some intermediate products
Uh?  ???


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: jangroothuijse on March 24, 2014, 04:05:23 am
Well, it should contain some intermediate products
Uh?  ???

Not that important really, but it also contains jx3b up to jx3e....if someone wants to use the basic geometric shapes you probably want it free of trimming..or just finissh it in some alternative way..anyways...

If not, what's about the cool teleporter from "five steps ahead" map (pul1duel-oa (http://openarena.wikia.com/wiki/Maps/pul1duel-oa)), changing its color if you prefer? Just an idea...

I always liked those! I should try to find out how it works, but that should not be too hard.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on March 24, 2014, 04:26:17 am
Small note: that sky's "farbox" is nice, but you already used that in four maps. What about making some change to it? I would suggest using a different (darker?) tone of blue, and adding a few (rare?) clouds slowly moving in front of it... just to do not make it exactly the same as your previous maps.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: fromhell on March 31, 2014, 03:38:23 am
More on that rats map idea.... i think it could be a bedroom





an otaku's bedroom

- Shelves full of DVDs, manga, and low poly figurines of OA models.
- A bright window for room amassing radiant sunlight. Maybe a OA curtain?
- Floor littered with a few stuffies (chibi OA characters?) and some mangas open with their pages turned and curled (as beziers/curves) to make nice jumping ramps from the floor
- A computer with a slightly open case - But this computer is an anachronism stew - being a modern case with a turbo button, that when pressed, sends a bunch of plasma everywhere inside the case and causes a blue screen on its monitor (tiny trains being triggered?)
- "Squishy" mousepad, that serves as a jumppad of course.
- Bed in center.  Bed has body pillows - which are bouncable. They would be pinched and angled so they'd be allowing access to the other side of the map better
- Maybe a few hastes and teleporter items since getting lost could be possible.
- Some more jumppads for mobility, maybe even cords acting as access ramps (like from computer to monitor, and the from monitor to a console on a different shelf). The #1 problem with these room maps tends to be mobility so there could be experimental ways to help that. Jumppads could be stuffies, the said mousepad, disks and discs sticking out of covers at various angles from shelves....
- Some stacks of manga or VHS cases acting as tower platforms and cover.
- a CAT under the door reaching in, swatting players as they approach. Possibly with crushing damage, acting as a hook against a clipbrush


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on April 01, 2014, 01:11:49 am
About this version (http://openarena.ws/board/index.php?topic=4948.msg50853#msg50853) of oajgdm4:
Nice  :), but the teleporters:
- have a shader which is not animated
- do bring you too near to edges.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: jangroothuijse on April 01, 2014, 06:55:10 am
About this version (http://openarena.ws/board/index.php?topic=4948.msg50853#msg50853) of oajgdm4:
Nice  :), but the teleporters:
- have a shader which is not animated

I was actually pleased with this minimalistic design...Is it a convention to have them animated?

Quote
- do bring you too near to edges.

You mean on the end points is not ok?


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on April 01, 2014, 07:18:51 am
About this version (http://openarena.ws/board/index.php?topic=4948.msg50853#msg50853) of oajgdm4:
Nice  :), but the teleporters:
- have a shader which is not animated

I was actually pleased with this minimalistic design...Is it a convention to have them animated?
It's just my personal impression that a wall made of stars seems a bit strange...

Quote
Quote
- do bring you too near to edges.
You mean on the end points is not ok?

I would suggest to make teleporters make you re-appear without the risk of falling down from the platform...


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: jangroothuijse on April 01, 2014, 07:57:07 am
About this version (http://openarena.ws/board/index.php?topic=4948.msg50853#msg50853) of oajgdm4:
Nice  :), but the teleporters:
- have a shader which is not animated

I was actually pleased with this minimalistic design...Is it a convention to have them animated?
It's just my personal impression that a wall made of stars seems a bit strange...

I've tried the pulchr teleporter, i still have version of those textures matching this color-theme, but it looked really out of place.

Now its a glowing white rectangle hovering a few inches from a wall of stars (i like the stars because quake(1)); i suppose i could animate the stars, but then the hovering effect (Which is very subtle as it is) will be even less noticable.

Quote
Quote
- do bring you too near to edges.
You mean on the end points is not ok?

I would suggest to make teleporters make you re-appear without the risk of falling down from the platform...
[/quote]

You are right, the teleporter should exit somewhere safer. Easy enough to fix though.

Thanks for the feedback, thanks for giving this map a try.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on April 01, 2014, 08:29:46 am
Now its a glowing white rectangle hovering a few inches from a wall of stars (i like the stars because quake(1)); i suppose i could animate the stars, but then the hovering effect (Which is very subtle as it is) will be even less noticable.
What about a try placing the stars inside a smaller square brush (a bit bigger than the white rectangle), and use something different for the rest of the wall? Just an idea...


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: wing0 on April 01, 2014, 11:21:29 am
Just for example :P
Did you notice oacmpdm7 (plan 9 from outer space) is 5 MB, or even a bit more?
That's a very small map (but with a skybox)... I don't know the reason of its size. I don't know what may cause a such small map to have a such bsp.

q3map2 switches!
Lighting for textures is precalculated and must be stored somewhere.
Play with the switches and you will see.
I get very different results with
-approx 64 -samples 3 -bounce 4                                                                                                                                                                         
and
-samples 3 -bounce 8                                                                                                                               



Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: fromhell on April 16, 2014, 03:33:41 am
...


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: pelya on April 16, 2014, 03:48:29 am
You forgot dirty socks under bed and a trashcan with used tissue paper. Probably it's female otaku room.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: fromhell on April 22, 2014, 06:51:30 am
I've started the map BTW, making mapobjects where I can.  The ase exporter is working nicely so the rate is pretty fast

So far:

- a room!
- a bed with simple bezier blanket
- a crt tv with a crt-esque shader playing a videomap (which will be some anime sequence i'll make later)
- a 16:9 lcd monitor with an lcd-esque shader including viewing angle effect
- a mousepad that's a jumpad to the top of the desk
- two body pillow meshes, one bent, has simple clipping brushes
- two stuffies, six planned
- New detail textures: d_fabric, d_carpet, d_carpet2, d_lcd, d_crt, d_plush

I had to compile lighting with q3map_urt for it to not crash though :(


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on April 23, 2014, 01:00:41 am
Interesting. I'm curious to see some screenshot of it when it will be possible!  :)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: son_goku2 on April 24, 2014, 02:05:52 pm
Just for the record: lego textures are open, not proprietary.

For now I'm retired from q3map2, it's slow and "rustic / primitive". I'm killing my time scanning books.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: fromhell on April 24, 2014, 05:58:51 pm
Just for the record: lego textures are open, not proprietary.
No they're not.   They're legally encumbered by name.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: son_goku2 on April 24, 2014, 08:16:45 pm
Just for the record: lego textures are open, not proprietary.
No they're not.   They're legally encumbered by name.

Then rename map to ABCDeck and ABCurse. Oh, wait! There is ABC news. Use BrickDeck or BlockDeck.

Legoland -> Bricks or Blocks


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Akom74 on May 04, 2014, 02:20:57 pm
I'm (slowly) working on my maps for this volume two.

Actually i'm working on oa_akomctf5  ;D

(http://i55.servimg.com/u/f55/13/33/70/40/th/shot0069.jpg) (http://www.servimg.com/image_preview.php?i=2170&u=13337040)   (http://i55.servimg.com/u/f55/13/33/70/40/th/shot0070.jpg) (http://www.servimg.com/image_preview.php?i=2171&u=13337040)

As you can see, Red and Blue bases are totally different.

Some other maps are available in this forum and can be tested, i mean oa_akomctf2 - ctf3 - ctf4.
See also some images in my site: http://akom74.forumattivo.com/t195-oa-community-mappack-volume-2


Maybe soon i can give you a second akompack with some corrections.

;)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on May 04, 2014, 02:50:21 pm
I'm going back to mapping near end of June/beginning of July.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: fromhell on May 04, 2014, 06:27:01 pm
I'm mapping right now.  I might do some 'interim' maps for this which would probably serve for OA3 later.         I want to do a bunch of themes.

- An airship FFA
- A train FFA
- A Japanese bathhouse CTF
- A beach duplex resort CTF
- An elf village FFA
- An otaku's room FFA DOM (WIP!)



Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on May 05, 2014, 08:59:32 am
My map is a good percentage of completion, at least in its "base" form, although don't expect an awesome map (I will explain more about it later).
But in this period, real life does not allow me to work a lot on it, so I can't tell exactly in how many weeks I will give you the first beta (I hope a couple of weeks).

PS: Akom, is it a problem of my browser, or the thumbnails in the page you linked of your site are not clickable/enlargeable?


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Akom74 on May 05, 2014, 11:42:33 am
I'm mapping right now.  I might do some 'interim' maps for this which would probably serve for OA3 later.         I want to do a bunch of themes.

- An airship FFA
- A train FFA
- A Japanese bathhouse CTF
- A beach duplex resort CTF
- An elf village FFA
- An otaku's room FFA DOM (WIP!)


Good !! Can't wait to see (and play) your map(s) !!

 ;D ;D ;D

@Gig: Don't know, maybe it's a temporary problem of the host. All images are working and clickable.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Akom74 on May 06, 2014, 11:44:16 am

Just an idea for the Blue base  ;D ;D

(http://www.actionfigurepics.com/wp-content/uploads/2012/09/Icon-Heroes-Castle-Grayskull-Front-150x190.jpg)

Remember it ?  :P 8)

 ;)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on May 07, 2014, 12:50:08 am
About images here (http://akom74.forumattivo.com/t195-oa-community-mappack-volume-2) not enlargeable....
@Gig: Don't know, maybe it's a temporary problem of the host. All images are working and clickable.
Now I got it. In your forum, if one is logged in, hyperlinks in posts do work. If one is not logged in, hyperlinks in posts do NOT work at all... this applies not only to images, but also to "standard text" links...
I don't know if you have some admin panel that may allow you to change this behavior... I fear that may be a platform's choice...


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on May 07, 2014, 07:28:27 am
I shall remind you all to upload the stuff you make for OACMP2 in this thread:
http://openarena.ws/board/index.php?topic=4948.0


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: fromhell on May 22, 2014, 01:51:52 pm
Unfortunately my attempt at making terrain has been shaded really blocky, even with phong and shadeangle 179. Having a lightmap doesn't make anything better either.


I did make the snow terrain textures in Gimp through thorough "nature>flame" and resynthesize passes, and the rocks with voronoi and blur and texture transfer :P


(also bonus cakes to who can recognize what I was inspired by in this)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on May 22, 2014, 04:33:50 pm
Something from UT2004?


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: asmanel on May 22, 2014, 05:30:29 pm
It look like one of the AC snowy textures.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: fromhell on May 23, 2014, 03:22:26 pm
Something from UT2004?
Almost, but earlier....


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on May 23, 2014, 05:11:46 pm
The first UT?
(Remember that my gaming historial isn't as broad as yours, I may not even know the game)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: fromhell on May 23, 2014, 06:06:56 pm
Give up? (https://www.youtube.com/watch?v=ctBBPDkYoZc)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on May 23, 2014, 07:11:27 pm
Oh, well, I wasn't that much into those demos.
I stand corrected.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on May 24, 2014, 02:08:52 am
Wow, I remember I saw that demo, many years ago!!!

How long!

(I admit, not very useful post)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: fromhell on May 24, 2014, 12:55:17 pm
Trying to get the hang of curves, too


Right now it's a domination map.  It's not really tight enough for FFA


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: fromhell on June 23, 2014, 02:40:30 pm
.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Akom74 on July 09, 2014, 03:05:32 pm
@Fromhell: I remember this "resort" map  :P . I don't have leave it, i'm busy with some things, but i have it in my Hardisk, i can send to you the .map file if you want to finish it.

 ;)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on July 09, 2014, 03:29:57 pm
Oh, yeah, I've promised that I would return to mapping once my studies are over. Well, I'll just say, until the World Cup ends. ;D Then I'll have until half of August for mapping.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Akom74 on July 09, 2014, 04:04:14 pm
Oh, yeah, I've promised that I would return to mapping once my studies are over. Well, I'll just say, until the World Cup ends. ;D Then I'll have until half of August for mapping.

First of all, remember to finish to fix the OACMP1 and release the v4, all the world is waiting for this......
....muahahahaha !!!!  ;D ;D

 ;)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on July 10, 2014, 12:07:13 am
About me, I hoped to have some spare time in July... but I haven't had, instead. Maybe a few days in August...


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: fromhell on July 10, 2014, 01:34:01 am
I tried roughing out the pool area though i'm not great at making it curved :(


did a few shaders to set the mood though.  The water is a simple deformVertex normal environmentmap thing which looks sort of cool in motion


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: pelya on July 10, 2014, 03:23:46 am
Hey, what about no-swords (http://openarena.ws/board/index.php?topic=4271.0) rule?
Now you'll say it's machete, and non-functional, and just a part of the model.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on July 11, 2014, 07:14:04 am
Sorry for posting an almost useless post.... just to say it's time for holidays, so probably I will be mostly offline in the next two weeks (may look from cell phone if possible).
See you later, guys (and gals)!


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on July 27, 2014, 07:59:08 am
Two news from my side, one good and one bad.

The bad news is that there were problems in my house and I'm moving on. The PC I was using for mapping isn't going to be here anymore. The person who owns it is going to take it to her house. (About all the work I did don't worry, it's safe. =) )
The good news is that in this semester, once I'm finished, I'll have some more time for mapping, just like old times. =)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Akom74 on July 28, 2014, 03:25:43 am
Two news from my side, one good and one bad.

The bad news is that there were problems in my house and I'm moving on. The PC I was using for mapping isn't going to be here anymore. The person who owns it is going to take it to her house. (About all the work I did don't worry, it's safe. =) )
The good news is that in this semester, once I'm finished, I'll have some more time for mapping, just like old times. =)

Sadly news......
.....but....
Will you repack the first release in the official V4 ?
(fixed i mean)

;)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on July 28, 2014, 07:47:25 am
That's one of the first things I'll do. And once it's released, there will be no more BUT's to be taken. =)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on July 28, 2014, 11:17:26 am
The bad news is that there were problems in my house and I'm moving on. The PC I was using for mapping isn't going to be here anymore. The person who owns it is going to take it to her house.
From your words, it seems you have a bad time for your personal life. I'm sorry about that.
We are friends here, and it's sad to hear someone has got problems in real life. If someone loses an OA map, he can redo it from scratch (with some patience), better than before... real life problems are worse.
There is no need to tell us details... I just wish things will go the best way for you.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: special on September 03, 2014, 07:43:29 pm
there is no interest. because open arena is dead.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: jangroothuijse on September 10, 2014, 05:55:27 am
I'm not sure if it shoud be shown yet, pre-alpha version, and its a big map so its got much wrong with it.

http://jan.groothuijse.net/img/jx2.pk3 (http://jan.groothuijse.net/img/jx2.pk3)
It depends on the first mappack (or there are some missing textures)
start with /map jx2c

Note the trailing c, dont do /map jx2.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Suicizer on September 10, 2014, 11:10:54 am
I'm not sure if it shoud be shown yet, pre-alpha version, and its a big map so its got much wrong with it.

http://jan.groothuijse.net/img/jx2.pk3 (http://jan.groothuijse.net/img/jx2.pk3)
It depends on the first mappack (or there are some missing textures)
start with /map jx2c

Note the trailing c, dont do /map jx2.

A pre-alpha version? That sounds like you only started up a radiant, started with a few brushes and saved it right away.
Make sure people actually have something to see when releasing anything (so like a solid alpha version; nearly towards beta). If there's nothing to see, then why should they be interested?
So be sure the layout is clear, about half of the map is textured and lighted. Then you've got something to promote and use ideas from the input of others (which will show off more attention as they see you've invested some time in the project already).


P.S.
I'm not going to check out the map especially when no screenshots are provided.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: jangroothuijse on September 10, 2014, 11:22:47 am
P.S.
I'm not going to check out the map especially when no screenshots are provided.

I can tell.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: fromhell on September 10, 2014, 04:28:09 pm
I do like the terrain so far though it feels a bit 'bumpy' with the clipping. Dunno if having it less detailed (larger terrain brush size) would contribute for that, or less height variation. Make sure you run BSPC to keep check it'll still compile for it.

The terrain could be vertex only too because it's not doing much use with the lightmap stage.  It'll also compile faster for that

Do like the 'fish' ship and the skyfog :)

P.S.
I'm not going to check out the map especially when no screenshots are provided.

Could you have contributed more toward that "OA is full of assholes" stigma?  It never hurts to show a work in progress, and unconstructive people like you are why I hardly show stuff in progress, leading to less progress

Perhaps many aren't registering anymore because they're reading your posts and getting the impression that everyone's a destructive asshole which definitely isn't true



Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: jangroothuijse on September 10, 2014, 05:08:56 pm
I do like the terrain so far though it feels a bit 'bumpy' with the clipping. Dunno if having it less detailed (larger terrain brush size) would contribute for that, or less height variation. Make sure you run BSPC to keep check it'll still compile for it.
Some parts don't feel as bumpy, so i guess its just aligning them better. Less height would also help indeed, but the gameplay has to remain in tact.

Quote
The terrain could be vertex only too because it's not doing much use with the lightmap stage.  It'll also compile faster for that
OK, compile times are a bit high so, how would i flag it to be vertex only?
The lights should be very much smoothes, in gradients to hide the edges of the structure, so i'm not sure there is no contribution of the lightmap...

Thanks for the feedback! I'm not done by a long shot but wanted to show i was actually working on something. Ship was indeed inspired by whales :P


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: fromhell on September 10, 2014, 06:14:38 pm
My snow map's terrain has this shader:

Code:
textures/oa_snowy/snower
{
q3map_nonplanar
q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
q3map_shadeAngle 179
q3map_forcemeta
surfaceparm pointlight
surfaceparm nolightmap

{
map textures/oa_snowy/snowrock1.tga
rgbGen vertex
alphaGen vertex
}
{
map textures/oa_snowy/snowrock2.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen vertex
alphaGen vertex
}
{
map gfx/fx/detail/d_stone.tga
blendfunc gl_dst_color gl_src_color
rgbGen identity
tcMod scale 32 32
detail
}
}

nolightmap and forcemeta are important for it, as are rgbGen vertex for the terrain texture stages, also dropping the lightmap allows for a detail texture stage that could be turned off.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on September 11, 2014, 12:02:50 am
In my WIP map I used "terrain" (rgbGen vertex) to achieve a "fade out" at long distance effect without using fog. But it has got the side effect of appearing completely black (pitch black) if playing the map in Vertex light mode... do you think it is possible to avoid that problem?

Uhm.. maybe it's related to the fact it fades to black, so it shows only the black stage instead of the texture stage? Maybe when I will finally publish its first beta (I can't tell exactly when), someone may help me with its shader...

Okay, I will ask when it will be the right time...


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on September 11, 2014, 12:15:52 am
I'm not sure if it shoud be shown yet, pre-alpha version, and its a big map so its got much wrong with it.

http://jan.groothuijse.net/img/jx2.pk3 (http://jan.groothuijse.net/img/jx2.pk3)
It depends on the first mappack (or there are some missing textures)
start with /map jx2c

Note the trailing c, dont do /map jx2.

Tried. Interesting concept.  :) Good, Jan.
I suppose it may -in a certain sense- take the place of the currently "dummied out" islanddm (http://openarena.wikia.com/wiki/Cut_Content/islanddm)/islandctf (http://openarena.wikia.com/wiki/Cut_Content/islandctf) maps.
Maybe it may result more a "fun map" than a "pro map", but maybe it's too early to say that (and I have nothing against "fun maps". Also mine will be one.).

Attached, some screenshots of Jan's alpha.


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Suicizer on September 11, 2014, 04:16:25 am

P.S.
I'm not going to check out the map especially when no screenshots are provided.

Could you have contributed more toward that "OA is full of assholes" stigma?  It never hurts to show a work in progress, and unconstructive people like you are why I hardly show stuff in progress, leading to less progress

Perhaps many aren't registering anymore because they're reading your posts and getting the impression that everyone's a destructive asshole which definitely isn't true



If there's nothing to see then there just is nothing to see (so uninteresting for most people). By providing screenshots, you show off the stage of progress way easier and are people quicker interested in the project (as they get served it hot instead of needing to warm it up by their selves).
There shouldn't be anything discouraging about to give such advice as eventually it pays off in support from others).


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: fromhell on September 13, 2014, 04:32:58 am
(http://leileilol.mancubus.net/crap/babbyssecondnegativebrushes.jpg)

Trying to map with QuArK's negative brushes for most things, seems to work faster for my process  though my results appears rather Unreal due to my curve-less habits



Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Neon_Knight on September 13, 2014, 11:47:49 am
That does look pretty Unreal I. It reminds me of the Chizra/temple levels, in fact. Pretty cool.
Might I suggest some kind of trims for those windows, though?


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: fromhell on September 23, 2014, 03:32:28 am
don't know if i'll do this ctf map design all the way through


Also during the creation of this map, I reallzed there's a huge lack of 'tech panels' textures, so all my walls look like some blank clouds thing right now and I'm not sure what to do about details on the curves


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on September 24, 2014, 01:05:29 am
It looks nice.  :)


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: fromhell on September 24, 2014, 06:22:08 am
I don't think so, but i'm trying to produce some wall textures to spice it up a bit


i love how the city skyroom turned out so far


Title: Re: Gauging interest: OpenArena Community Mappack Volume 2
Post by: Gig on September 24, 2014, 07:12:11 am
The place of the last screenshot looks very good.  :)