Neon_Knight
In the year 3000
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Posts: 3775
Trickster God.
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« on: December 10, 2012, 08:52:06 PM » |
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http://www.youtube.com/watch?v=ZEkR3WM2EKoThe basic idea of the map is something like 3 separate worlds (in that map, a frozen base, a jungle and a city) united by way of portals/teleporters. How much feasible is this in OA?
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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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fromhell
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« Reply #1 on: December 10, 2012, 11:09:23 PM » |
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Not very I don't think. q3map2 iirc, only supports one sun and one sun only.
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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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Neon_Knight
In the year 3000
Cakes 49
Posts: 3775
Trickster God.
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« Reply #2 on: December 11, 2012, 05:37:47 AM » |
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Well, that could be solved by making the three worlds taking place at the same time in the same area, I mean, only one sun and only one skybox.
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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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Akom74
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Posts: 906
Q3A/OA Mapper
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« Reply #3 on: December 13, 2012, 01:36:10 PM » |
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Not very I don't think. q3map2 iirc, only supports one sun and one sun only.
Ehm, i have made a map to test this and it work with 3 different skies. Try it and you will see.
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...sorry for my English, i'm Italian...
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Akom74
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Q3A/OA Mapper
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« Reply #4 on: March 26, 2013, 11:46:37 AM » |
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Neon_Knight
In the year 3000
Cakes 49
Posts: 3775
Trickster God.
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« Reply #5 on: March 26, 2013, 12:27:49 PM » |
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We have enough maps for the OACMP right now. For Vol. II, it's possible. Anyway, if you wish to do something like this, do it then.
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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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Akom74
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Posts: 906
Q3A/OA Mapper
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« Reply #6 on: March 26, 2013, 12:32:20 PM » |
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I'm working on it right now My version will have 4 world connected by teleporters. For the OACMP i'm doing another CTF map....... .....soon, some screens
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« Last Edit: May 08, 2013, 10:48:17 AM by Akom74 »
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Akom74
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Q3A/OA Mapper
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« Reply #7 on: June 28, 2013, 01:48:36 PM » |
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Here i am with updates I'm doing the gateway map for OA with 4 world. Unfortunately i have some issues with creativity and ask help to Pelya. Pelya gives me some good idea to complete the two issued world. Here some screens: http://akom74.forumattivo.com/t185-oa-community-mappack#658
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...sorry for my English, i'm Italian...
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pelya
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« Reply #8 on: July 01, 2013, 01:33:06 PM » |
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Don't blame me if you'll find some recognizable things in this map...
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Akom74
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Q3A/OA Mapper
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« Reply #9 on: July 01, 2013, 01:39:09 PM » |
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Thanks Pelya. Maybe in my next map i'll do something Now i'm working to fix some issues, i hope next week-end i can release the first-alpha version of OA_Gateway. Anyone want to try it ?
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Akom74
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Q3A/OA Mapper
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« Reply #10 on: July 06, 2013, 06:44:07 AM » |
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jangroothuijse
Lesser Nub
Cakes 5
Posts: 100
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« Reply #11 on: July 07, 2013, 05:26:24 AM » |
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Nice, somehow the dark sky reminds me of Dangerous Dave...?
In the largest room (grey-purple building, blue sky) are a lot of dead-ends, perhaps they could be connected (through low corridors?)? Or perhaps they could have jumppad at the end...?
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pelya
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« Reply #12 on: July 07, 2013, 10:27:19 AM » |
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Nice idea! I'll list some issues (it's still alpha, I understand) 1. Teleporters work inconsistently - when I've just moved from one teleporter to the next one, I was able to skip that level where you can fall to death. Going through teleporter and back not always puts you to the same spot. Also, would be nice to color teleporters according to the level where you'll appear, but since there are only 2 teleporters in each level, I can live without that feature. 2. Levels are too dark - all of them. Also, only two levels have a good sky. 3. Camp spot? Other than that, this level is okay, and does not need more work, as for me, except for proper lighting and more items. 4. This level is okay too, just needs more items. 5. This area is too small, compared to all other levels. Make it 2x bigger please (maybe another such structure, or lust make it longer, dunno). Also, you can see pixels in the clouds. 6. Because of poor lighting, you cannot see the difference between the shadow and the hole in the floor Also, I dislike levels where you can fall and die easily, but that's just me. Why not teleport everywhere who is falling back to the level, with some falling damage added? You may teleport them to 3 other levels at random. This map, as it is, can hold 10-12 players maximum, UT map in the video is much larger, with some unusual ramps, arcs and fancy floor level changes - your map is just one big straight floor with teleporters. Not that it's bad - this can be said about almost every OA map, but some variety would be nice.
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Akom74
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« Reply #13 on: July 07, 2013, 12:33:52 PM » |
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Thanks Jangroothuijse & Pelya It's an alpha or "first look" version, and i have to make some changes. The part with the red sky it's a mix of some ideas and i think to rebuild it. Other comments and suggestion will be apreciated and followed if it's possible. I'm waiting for Gig response about this map
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Gig
In the year 3000
Cakes 45
Posts: 4394
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« Reply #14 on: July 08, 2013, 02:30:06 AM » |
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Quickly tried the map, wandering alone and with bots in FFA mode. Pretty interesting concept. Seems good for FFA. Looks good! I've found navingating through worlds a little cahotic. Going back into the teleporter you just exited sometimes brings you to a different world than the one you previously were. Did you do that on purpose (do you want to confuse the players?), or do you have to fix that? Seemingly random teleporters may work well in FFA, but I suppose they may cause some problems to players in other gametypes, so I don't know what to suggest you about that. If it were me, I would probably link the teleporters in a straight way... but you are the artist, man, and I don't know which gametypes do you want to support! PS: Maybe in the "city" part there are too much dark hiding spots...
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« Last Edit: July 08, 2013, 03:03:07 AM by Gig »
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I never want to be aggressive, offensive or ironic with my posts. If you find something offending in my posts, read them again searching for a different mood there. If you still see something bad with them, please ask me infos. I can be wrong at times, but I never want to upset anyone.
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Akom74
Member
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Q3A/OA Mapper
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« Reply #15 on: July 08, 2013, 09:20:31 AM » |
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Thanks Gig. I have to make some changes. The teleporter ar random bacause of the too quickly release In the original map you can see the world you are going, and i want to do the same thing.
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Neon_Knight
In the year 3000
Cakes 49
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Trickster God.
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« Reply #16 on: July 08, 2013, 10:32:43 AM » |
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I wouldn't recommend using mirrored teleporters. They put an unnecessary stress on the engine. What about marking the teleporters with something else? I don't know, a signal about the world to be visited by stepping into that particular teleporter.
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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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Akom74
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Posts: 906
Q3A/OA Mapper
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« Reply #17 on: July 08, 2013, 11:28:35 AM » |
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I wouldn't recommend using mirrored teleporters. They put an unnecessary stress on the engine. What about marking the teleporters with something else? I don't know, a signal about the world to be visited by stepping into that particular teleporter.
If you look at the original UT3 map, the teleporters are not wlike a portal, they have an image of the destination with an effect on it. No stress for the engine (i have also to caulk some brushes)
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Neon_Knight
In the year 3000
Cakes 49
Posts: 3775
Trickster God.
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« Reply #18 on: July 08, 2013, 12:05:19 PM » |
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We have the stress problem with oa_dm5. The teleporter renders the other side with the current room already renderized.
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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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Akom74
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Posts: 906
Q3A/OA Mapper
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« Reply #19 on: July 08, 2013, 12:47:55 PM » |
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We have the stress problem with oa_dm5. The teleporter renders the other side with the current room already renderized.
Yes, but i will make my teleporters like the original for UT3, with a static image with a simple effect on it. In OA_Dm5 you can avoid the problem using an image, or another effect like the one i've used in oa_akomdm4.
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Akom74
Member
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Posts: 906
Q3A/OA Mapper
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« Reply #20 on: July 22, 2013, 11:29:35 AM » |
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Hi all of you. Sad news about this map. I've changed some polygons and deleted the red-place to rebuild it. I've make some wall and take a different skybox and try to compile it to see how it work. Unfortunately the Q3Radiant give me this error: LoadTGA: Only type 2 (RGB), 3 (gray), and 10 (RGB) TGA images supportedI try to build it with NETradiant and it give me this error: ************ ERROR ************ safe_malloc failed on allocation of 7016 bytesWhat can i do to avoid this errors ?? I dont want to redo all.... .... In the attachment you can find the original .map file (at this moment) and i ask you to try something. May be it's my editors corrupted or something else, i don't know.... Damn.....
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Neon_Knight
In the year 3000
Cakes 49
Posts: 3775
Trickster God.
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« Reply #21 on: July 22, 2013, 11:33:03 AM » |
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I have the following compile error after loading the shaders :
********* ERROR *********** LoadTGA: Only type 2 (RGB), 3 (gray), and 10 (RGB) TGA images supported.
How can i find out which tga-file doesn't fit ? [Strahlemann]
A : it's quite possibly not a *.tga at error here but more likely you've got a *.jpg in your working directory that's been saved with pregressive compression which Q3 doesn't like... resave the image without and you should be ok... [anon.] http://www.katsbits.com/tutorials/idtech/q3map2-error-messages.php?subaction=showfull&id=1135218746&archive=&start_from=&ucat=15&Basically, resave your .jpg files without progressive compression, and the problem might be solved.
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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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Akom74
Member
Cakes 9
Posts: 906
Q3A/OA Mapper
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« Reply #22 on: July 22, 2013, 11:35:55 AM » |
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I have the following compile error after loading the shaders :
********* ERROR *********** LoadTGA: Only type 2 (RGB), 3 (gray), and 10 (RGB) TGA images supported.
How can i find out which tga-file doesn't fit ? [Strahlemann]
A : it's quite possibly not a *.tga at error here but more likely you've got a *.jpg in your working directory that's been saved with pregressive compression which Q3 doesn't like... resave the image without and you should be ok... [anon.] http://www.katsbits.com/tutorials/idtech/q3map2-error-messages.php?subaction=showfull&id=1135218746&archive=&start_from=&ucat=15&Basically, resave your .jpg files without progressive compression, and the problem might be solved. This is the problem !! I don't have changed any textures, all are the old and the same of the old package i send to you (all) some post above. I'm really sad..... .
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Akom74
Member
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Q3A/OA Mapper
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« Reply #23 on: July 22, 2013, 12:19:32 PM » |
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Ok, guys, i've found it !! It was the script that need a TGA and not a jpg. WRONG CODE:textures/akom_teleporter/slime9_teleporter { qer_editorimage textures/akom_teleporter/slime9_teleporter.jpg { map textures/akom_teleporter/slime9_teleporter.jpg surfaceparm nomarks surfaceparm nolightmap tcmod rotate 10 blendfunc GL_ONE GL_ONE rgbGen identity } } GOOD CODE:textures/akom_teleporter/slime9_teleporter { qer_editorimage textures/akom_teleporter/slime9_teleporter.tga { map textures/akom_teleporter/slime9_teleporter.tga surfaceparm nomarks surfaceparm nolightmap tcmod rotate 10 blendfunc GL_ONE GL_ONE rgbGen identity } } Is basically the same code, but this need only a TGA, even if i write jpg in the script and have a jpg in the right folder, this kind of script want a TGA, don't ask me why...... .....but the good news is, it compile now and i can finish to redo the red part and create a castle in it. See you soon for any news. Maybe tomorrow....... EDIT: maybe in the week-end i'll give you a new version, i need some suggestions....
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« Last Edit: July 24, 2013, 01:50:09 PM by Akom74 »
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Akom74
Member
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Q3A/OA Mapper
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« Reply #24 on: July 28, 2013, 09:02:57 AM » |
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Sorry for the multi-post I'm here to give you a new version !! I've hardly worked on the teleporters's effect/view and this is the result: Tell me what do you think about it Here is the Download Link:https://app.box.com/s/sucq94l5006f21gn588j Updates: 1) Now the teleportser have the right effect. 2) Deleted the "red-arena" and rebuilded that piece as a castle (beta version). 3) Added a couple of lights at the "City-Arena", also added some more items. 4) Added some items in the "Monument-Arena" and insert a couple of caves. 5) Now the teleporters are fixed, no more random teleportation. 6) In the "Giant Robot-Arena" i've make some changes but i'm confused.... how to improve it ? Help me. 7) Increased the general light of all arenas.
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