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OpenArena Contributions => Maps => Topic started by: fromhell on July 26, 2015, 07:37:07 am



Title: oabases11onsenctf
Post by: fromhell on July 26, 2015, 07:37:07 am
2 bases with a big pool in each with a flag on a floaty thing on it, room connected to two other rooms that also connect to outside. probably windows. outside is watery, rocky and watery.

placeholder nothing to show


Title: Re: oabases11onsenctf
Post by: Suicizer on July 26, 2015, 08:35:36 am
Made a map which kind of meets your descriptions.

http://quadropolis.us/node/3170 (http://quadropolis.us/node/3170)


Title: Re: oabases11onsenctf
Post by: fromhell on September 16, 2015, 09:33:50 am
no


Title: Re: oabases11onsenctf
Post by: pelya on September 20, 2015, 03:06:20 pm
Please provide at least a pencil sketch of what you had in your mind, then.


Title: Re: oabases11onsenctf
Post by: fromhell on September 21, 2015, 03:19:51 am
ok


Title: Re: oabases11onsenctf
Post by: Akom74 on September 21, 2015, 03:42:19 am
Holy Crap...... it's hard to decipher this sketch.....

Can you make another more specific, please ?

;)


Title: Re: oabases11onsenctf
Post by: Gig on September 21, 2015, 04:19:32 am
Let's see:
- The drawing is half of the map (duplicate and rotate for the other half).
- There is a pool on the ground.
- There is a bridge over the pool.
- The pool is in an "open" space (limited by trees on the left, and by buildings on the right).
- One enters the buildings to go to the other half of the map.

I can guess it's something like this:
http://www.suomiviaggi.it/upload_img/giappone%2010%20Zao-onsen.jpg
http://www.buonenotizie.it/wp-content/uploads/2012/07/Onsen.jpg
(Plus the bridge)


Title: Re: oabases11onsenctf
Post by: pelya on September 21, 2015, 04:25:58 am
Holy Crap...... it's hard to decipher this sketch.....

Can you make another more specific, please ?

Yes please, especially the part with Sorceress bathing  :P



Title: Re: oabases11onsenctf
Post by: fromhell on September 21, 2015, 08:43:08 am
1234567890abcdefghijklmnopqrstuvwxyz!@#$%^&*()_+


the center of the map in the building could probably be expanded upon for the sake of scale and vis.  roofs are forbidden entry


Title: Re: oabases11onsenctf
Post by: Akom74 on September 22, 2015, 03:27:13 am
I'm building something......
....... ::)

(http://i.imgur.com/n3MiqSa.jpg)


I think we need a more specific draw, like Suicizer do with oa_suicizer   :giggity:

 :)


Title: Re: oabases11onsenctf
Post by: Gig on September 22, 2015, 04:02:20 am
Uh? Wasn't Fromhell aready doing the map by herself? :-/


Title: Re: oabases11onsenctf
Post by: Akom74 on September 22, 2015, 04:26:42 am
Uh? Wasn't Fromhell aready doing the map by herself? :-/

Whoops...... ok, nevermind.....  xD

I misunderstood the meaning of the scratch....

 ;D


Title: Re: oabases11onsenctf
Post by: pelya on September 22, 2015, 04:33:52 am
Uh? Wasn't Fromhell aready doing the map by herself? :-/

Whoops...... ok, nevermind.....  xD

I misunderstood the meaning of the scratch....

Don't worry Akom, your map is different enough from that sketch to be considered a separate work ;)


Title: Re: oabases11onsenctf
Post by: fromhell on September 22, 2015, 05:00:11 am
Right now my map's literally a tiny pool, no bridge, and 4 big wooden brushes as the screenshot i posted. because i realized i'm not a mapper


Title: Re: oabases11onsenctf
Post by: Gig on September 22, 2015, 06:29:33 am
Akom, maybe you should do some tests using fog shaders before going too far. If not the whole area has to be in fog, but only the "pool" part (a fog column?), as the fog should represent water vapour, fog shaders limitations may be a problem...

[edit reason: I forgot an "f" in "if", so the phrase looked "I not the whole area", which was quite senseless]


Title: Re: oabases11onsenctf
Post by: fromhell on September 22, 2015, 07:10:36 am
I disagree.  The point of the fog is to give the appearance of steam without excess amounts of steam sprites. Q3's fog system isn't as versatile as Unreal's unfortunately, so if you cross the edge of a fog brush you'll see the opaque edge of the fog. There's no soft falloff (unless that could be done in the renderer somehow siimilar to Doom3's "fog" light glows. andrewj?)

 


Title: Re: oabases11onsenctf
Post by: Gig on September 22, 2015, 08:24:57 am
I disagree.  
Excuse me, do you disagree about what? About doing tests with fog? :-/

PS: I fixed a typo in my previous post, which may have made a phrase to be unclear.


Title: Re: oabases11onsenctf
Post by: Akom74 on September 22, 2015, 11:39:36 am
Right now my map's literally a tiny pool, no bridge, and 4 big wooden brushes as the screenshot i posted. because i realized i'm not a mapper

So, what are you planning to do with this map ?

Need help or not ? I mean mapping help... :P

;)


Title: Re: oabases11onsenctf
Post by: fromhell on September 22, 2015, 07:26:54 pm
Maybe though my toolchain is probalby incompatible (QuArK)

in the meantime here's some rough textures i've made earlier. GPLv2. they go in textures/oa_sento/ and should be TGAs


Title: Re: oabases11onsenctf
Post by: andrewj on September 23, 2015, 06:02:31 am
I don't really understand how fog works in the Q3 renderer, nor how it could be done *well* with OpenGL 1.x tech.

If I was going to try a steam effect, I'd probably try doing it like rain/snow, i.e. adding a reasonable number of sprites to the scene in the cgame code.


Title: Re: oabases11onsenctf
Post by: Akom74 on September 23, 2015, 06:10:01 am
It happened something terrible and mysterious....  ???

I only entered the rocks around the lake and after compiling this is the result ....

(http://i.imgur.com/fpBgOkm.jpg)

(http://i.imgur.com/i54zvps.jpg)

The map has no leacks and i don't know WTH it's happened....

However I did not understand if we have to construct the map or not....

;)


Title: Re: oabases11onsenctf
Post by: fromhell on September 23, 2015, 09:09:19 am
I run into that problem all the time myself :( I think it's due to q3map2 being picky about vertex precision. You'd probably have to nudge the offending terrain vertex a little with a snap


Title: Re: oabases11onsenctf
Post by: Gig on September 25, 2015, 05:09:29 am
However I did not understand if we have to construct the map or not....

I suppose when Fromhell said "i realized i'm not a mapper" and when she posted those texture files (although still to be converted to tga), she meant something like: "Feel free to continue working on it, Akom."


Title: Re: oabases11onsenctf
Post by: fromhell on September 25, 2015, 06:01:40 am
I hope this crappy blocky map file can clear up my sketch confusion a little regarding building layout. Needs more interconnectivity and some windows


Title: Re: oabases11onsenctf
Post by: fromhell on September 25, 2015, 06:04:07 am
also the oadev/ textures used :



Title: Re: oabases11onsenctf
Post by: Akom74 on September 25, 2015, 06:37:51 am
When i try to load your .map, GTKradiant give s me this error:

(http://i.imgur.com/C47A6CT.jpg)

Don't know why.  :(

However, i've converted it and i can say that's pretty big  :D :D

So i miss some textures and i'm not able to find them in OA folder.....

(http://i.imgur.com/l4zMxmB.jpg)

.....XD.....
.


Title: Re: oabases11onsenctf
Post by: fromhell on September 25, 2015, 06:57:05 am
Yeah there's going to be some textures missing, I mapped it using a bunch of crappy-made OA3 dev shaders.  The point of the .map posted are the brushes themselves representing the building inside layout because my sketch didn't convey it good enough.  So far there's just a side route straight to the other bases' upper deck room, and a route from that deck room to a central pool area with stairs that lead to the other.