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Author Topic: oa_nemesis  (Read 24693 times)
andrewj
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« on: January 05, 2009, 04:45:52 AM »

I have put my incredible talents at reskinning maps with a text editor to use again, this time on Vondur's gpl'd map Nemesis Online.  Here is the results so far.

No changes to weapons or items this time.  I did change the lighting though, was mucking around and made some lights green and some orange, and thought it looked pretty cool so kept it.  Let me know what you think.

Lots still to do.  The shiny skin panels in the walls are temporary, it need something gothicy there (skulls etc), but I didn't find anything suitable amongst the stock OA textures.

UPDATE (feb02) : much improved! Ready for BETA testing.

New SpeedyShare link:
http://www.speedyshare.com/867847207.html

Oldish SCREENSHOTS attached.
« Last Edit: March 19, 2009, 08:22:02 PM by andrewj » Logged
cosmo
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« Reply #1 on: January 05, 2009, 06:11:09 AM »

Good work.
I'm looking forward to see this mature.

The coloured lighting is fine. Overall it's a bit too bright for my taste but most players will love it.
Do you want texture issue reports?

For the blue flags: Make sure to use the right shader. Put cosmoflash in your shaderlist.txt so the black bottom will be removed.
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andrewj
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« Reply #2 on: January 06, 2009, 06:38:01 AM »

Thanks cosmo.

As for texture issue reports, well, suggestions for better stock textures to use at place XX or YY is definitely welcome.  But I know there is a lot "fine tuning" needed, e.g. textures that have doubled up (especially on PatchDefs), or don't fit properly (I'll write a short list below), so those don't need reporting just yet.

Yeah I agree the level is too well lit, some mappers just love to put a light fixture in every nook and cranny, and subsequently there are no dark areas.  oa_lun3dm2 is the same.  It could be tweaked later (remove a light fixture here and there).

I'll fix the blend mode on your banners.  I'll also make them taller (not so squished).
 
Known issues:
- a few overlapping brushes (z fighting)
- the pentagram light fixtures don't fit (are cut off) [FIXED]
- jump pads are too "techy" for a gothic/castle theme [FIXED]
- rust texture on archways is not great (too coarse, needs shrinking or a diff tex)
- some archways are textured oddly at the top (inconsistent with the rest) [FIXED]
- teleporter model is 1/2 size [FIXED]
- there are no lamp models [REMOVED]
- need something nice instead of those shiny skin panels
- a red light is missing a proper texture [REMOVED]
- some crosses in the floor need rotating [FIXED]
- sounds! the techy ones don't fit the new theme [FIXED]
« Last Edit: February 01, 2009, 01:17:52 AM by andrewj » Logged
andrewj
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« Reply #3 on: February 02, 2009, 07:17:16 AM »

OK done a lot more work on this (oa_nemesis) and it's nearly finished.
Possibly good enough to include in next OA release.

So this is ready for BETA testing.  Please try it out!
Includes AAS for bots, a levelshot, arena file (you can find it in Skirmish menu),
and has been vis'd.

SpeedyShare link:
http://www.speedyshare.com/867847207.html

[See earlier post for not-quite-up-to-date screenshots]
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Neon_Knight
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« Reply #4 on: February 02, 2009, 09:11:49 AM »

Nice map, I loved Kaos2 too.
The only suggestion I have is to put the intermission (I guess you're using this) entity inside of the map, instead of outside, since spectators will spawn in this entity, and they can't see the map at all. The same happens with oa_rpg3dm1, you should see that.

EDIT: I've found a bug: you forgot to texturize this area? Is the area above Red Armor, lateral to Rocket Launcher.
« Last Edit: February 02, 2009, 09:32:32 AM by Neon_Knight » Logged


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andrewj
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« Reply #5 on: February 03, 2009, 08:59:30 PM »

Thanks Neon_Knight

I'll fix the spectator spawnspot (it was like that in the original).

The visible caulk brush was where I made some modifications on the other side of the wall, and I didn't realise the brush went all the way through, heh.  Will fix.
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bill-----
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« Reply #6 on: February 03, 2009, 10:29:00 PM »


Nice.  You do that pretty good!

I like the different colored lights, and the lighting.  Could even be darker,
or more shadows anyway.

Tune up the teleporter models and I think its good to go!



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Neon_Knight
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« Reply #7 on: February 04, 2009, 05:07:30 AM »

Yeah, that's right, teleporters.
Try giving them spawnflags 4 and _lightmapscale 0.125.
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andrewj
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« Reply #8 on: February 04, 2009, 08:39:00 PM »

Yeah, that's right, teleporters.
Try giving them spawnflags 4 and _lightmapscale 0.125.
OK tried it, but the teleporter models are still fullbright (not lit).

ctf_inyard uses the following property: "_castshadows;_cs" "1"
I tried that too but no effect.

Hmmm... just tried compiling/lighting ctf_inyard myself, and
the teleporter model becomes fullbright there too.  So I must be
missing an option to q3map2, but which one???
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Neon_Knight
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« Reply #9 on: February 04, 2009, 08:46:41 PM »

I use the following switches while compiling, I used cosmo's teleporter in the last am_galmevish, maybe you can find here what you need:

-meta -patchmeta -v -verboseentities
-vis -saveprt -v
-light -dark -fast -filter -patchshadows -shade -v -gamma 1.5

The first is BSP, the second is VIS, the third is LIGHT.
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bill-----
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« Reply #10 on: February 04, 2009, 09:08:10 PM »


I know your goal was to retexture, but you might consider replacing the
teleporter models.  As a minimalist, I kinda like the teleporter in the
room with the RA in kaos2.   Check it out.

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andrewj
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« Reply #11 on: February 05, 2009, 12:00:02 AM »

Cool, thanks NK the -meta option to BSP phase was the one that fixed it.

@bill-----: the teleporter in kaos2 is too minimalist for me Smiley, I think the current one is OK.
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cosmo
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« Reply #12 on: February 06, 2009, 04:06:27 AM »

My old model (like it's used in ctf_inyard) needs some scaling ("modelscale" "2.5"). It's crap and will be replaced. Thanks for using it anyway. Wink
To have it lightmapped there's a q3map2 entity keyword ("spawnflags" "4") If you like to have it autoclipped add 2 to the spawnflags.

Compile Options I usually play around with:
-bsp -meta -patchmeta -flares -skyfix -samplesize 4
-vis -v
-light -fast -patchshadows -bounce 8 -bouncegrid -samples 8 -dark -dirty -dirtmode 1 -dirtdepth 256 -dirtscale 1.5 -gamma 2.85 -compensate 3.15 -samplesize 4

(been the settings I used on oa_koth2_b3)
Don't use -filter on light stage but try -samples instead. If you have a multiprocessor machine don't forget to use -threads X.
http://en.wikibooks.org/wiki/Q3Map2 is a good source for q3map2 stuff.
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andrewj
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« Reply #13 on: February 06, 2009, 09:12:13 PM »

Cheers cosmo for the info.
I haven't played with the -compensate option yet, will try that....

BUT NOW I GOT A BIG PROBLEM

The bots are not working anymore.  They just sit at their spawn spot until they see you (then they will attack you with MG).  I get lots of messages like this when loading the map:
Quote
item_health not reachable for bots at (176.0 144.0 237.1)
weapon_lightning not reachable for bots at (72.0 -128.0 9.1)
item_armor_body not reachable for bots at (-576.0 224.0 233.1)
weapon_shotgun not reachable for bots at (-576.0 736.0 9.1)
weapon_plasmagun not reachable for bots at (64.0 928.0 9.1)
weapon_rocketlauncher not reachable for bots at (640.0 -336.0 169.1)
item_health not reachable for bots at (-48.0 144.0 237.1)

So obviously the bots are not moving because there is nothing to go and get.

Didn't see anything wrong during BSPC phase, although the statistics at
the end ("walk" etc) are way too low.

I just tried building older versions of the map, and the same problem occurs.
Bots WERE working fine before, so I'm stumped why this is happening now.
Anybody seen this before?

UPDATE:

I found the cause, it was the -meta option! (with or without -patchmeta)

Since I dunno what the real problem is, I'm going to have to compile without -meta
and probably make the teleporters out of brushes.  <insert frownie here>
« Last Edit: February 06, 2009, 10:28:21 PM by andrewj » Logged
Neon_Knight
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« Reply #14 on: February 07, 2009, 05:41:11 AM »

If you use -meta, you should use -forcesidesvisible on BSPC stage too, to make bots navigate the map.
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PsYthe
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« Reply #15 on: February 07, 2009, 08:21:12 AM »

I always use forcesidesvisible, I think my maps have the -meta on them too. And the bots work fine on those.
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andrewj
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« Reply #16 on: March 19, 2009, 08:20:35 PM »

Yeah -forcesidesvisible did the trick, absurd as it seemed.

I have finished oa_nemesis now, posted the pk3 on the SVN Commits thread.

Download link: http://glbsp.sourceforge.net/files/oa_nemesis_final.pk3

Changes since previous version:
fixed visible caulk brush (above shotgun area)
made jumppad texture smaller (256x256)
put flashing red eyes on skulls
fixed lighting on teleporter models
recreated NEMESIS ONLINE logo
fixed spectator spawn spot
made outside slime area bigger
added player-clip to skies near MH / rail
long fluoros on arches : shortened / removed
removed most little square lights
fixed Y alignment on red metal borders
changed the sky to a blue/green one
« Last Edit: March 19, 2009, 10:14:09 PM by andrewj » Logged
bill-----
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« Reply #17 on: March 19, 2009, 09:10:02 PM »

Yay!  Woohoo! 

Flashing red eyes on the skulls. :-)

Seriously, another good map in the collection.  Well done!

Link?

(Waiting impatiently for news about RPG's other map).





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bill-----
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« Reply #18 on: March 19, 2009, 09:14:11 PM »

Ah, there it is over in SVN commits thread in Development.

http://glbsp.sourceforge.net/files/oa_nemesis_final.pk3
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Neon_Knight
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« Reply #19 on: February 04, 2011, 07:41:35 AM »

Bump.

andrewj gave me permission to take care of this one, so I'll be working on it.
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"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVT
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Neon_Knight
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« Reply #20 on: March 06, 2011, 07:55:21 AM »

This map has officially became the first OA map in MapRaider! Cheesy

http://www.mapraider.com/maps/?fileid=5580
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"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVT
Want to contribute? Read this.
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