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Author Topic: Concepts: UT3's DM-Gateway  (Read 71066 times)
Neon_Knight
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« on: December 10, 2012, 08:52:06 PM »

http://www.youtube.com/watch?v=ZEkR3WM2EKo

The 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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fromhell
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« Reply #1 on: December 10, 2012, 11:09:23 PM »

Not very I don't think. q3map2 iirc, only supports one sun and one sun only.
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Neon_Knight
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« Reply #2 on: December 11, 2012, 05:37:47 AM »

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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Akom74
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« Reply #3 on: December 13, 2012, 01:36:10 PM »

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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Akom74
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« Reply #4 on: March 26, 2013, 11:46:37 AM »

@Neon_Knight: What about if i'm doing one Gateway map for the OACMP ?  Grin

Tell me if you agree....  Tongue Cheesy

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Neon_Knight
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« Reply #5 on: March 26, 2013, 12:27:49 PM »

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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Akom74
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« Reply #6 on: March 26, 2013, 12:32:20 PM »

I'm working on it right now  Grin
My version will have 4 world connected by teleporters.

For the OACMP i'm doing another CTF map.......
.....soon, some screens Tongue

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« Last Edit: May 08, 2013, 10:48:17 AM by Akom74 » Logged

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Akom74
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« Reply #7 on: June 28, 2013, 01:48:36 PM »

Here i am with updates  Grin Grin

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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pelya
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« Reply #8 on: July 01, 2013, 01:33:06 PM »

Don't blame me if you'll find some recognizable things in this map...

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Akom74
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« Reply #9 on: July 01, 2013, 01:39:09 PM »

Thanks Pelya.

Maybe in my next map i'll do something Tongue Tongue
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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« Reply #10 on: July 06, 2013, 06:44:07 AM »

Hi All of you.  Grin Grin

I'm here with an "alpha version" of oa_gateway.
It have 4 world and 4 different skies.

     

Maybe i have to change something, it's not finished now, but i want to hear from you some comments and suggestion or whatever  Tongue Cheesy Cheesy

DOWNLOAD LINK:
Code:
https://www.box.com/s/sucq94l5006f21gn588j

 Wink
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jangroothuijse
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« Reply #11 on: July 07, 2013, 05:26:24 AM »

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 »

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 »

Thanks Jangroothuijse & Pelya  Grin

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  Tongue Cheesy

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Gig
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« Reply #14 on: July 08, 2013, 02:30:06 AM »

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!  Smiley

PS: Maybe in the "city" part there are too much dark hiding spots...
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Akom74
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« Reply #15 on: July 08, 2013, 09:20:31 AM »

Thanks Gig.

I have to make some changes.
The teleporter ar random bacause of the too quickly release Tongue
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
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« Reply #16 on: July 08, 2013, 10:32:43 AM »

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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Akom74
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« Reply #17 on: July 08, 2013, 11:28:35 AM »

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 Tongue
(i have also to caulk some brushes)

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Neon_Knight
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« Reply #18 on: July 08, 2013, 12:05:19 PM »

We have the stress problem with oa_dm5. The teleporter renders the other side with the current room already renderized.
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Akom74
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« Reply #19 on: July 08, 2013, 12:47:55 PM »

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
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« Reply #20 on: July 22, 2013, 11:29:35 AM »

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 supported

I try to build it with NETradiant and it give me this error:
************ ERROR ************
safe_malloc failed on allocation of 7016 bytes


What can i do to avoid this errors ?? I dont want to redo all.... Sad ....
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
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« Reply #21 on: July 22, 2013, 11:33:03 AM »

Quote
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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Akom74
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« Reply #22 on: July 22, 2013, 11:35:55 AM »

Quote
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..... Sad
.
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Akom74
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« Reply #23 on: July 22, 2013, 12:19:32 PM »

Ok, guys, i've found it !!  Grin Grin

It was the script that need a TGA and not a jpg.

WRONG CODE:
Quote
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:
Quote
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....  Tongue

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« Last Edit: July 24, 2013, 01:50:09 PM by Akom74 » Logged

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Akom74
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« Reply #24 on: July 28, 2013, 09:02:57 AM »

Sorry for the multi-post  Tongue

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  Tongue

Here is the Download Link:
Code:
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.

 Wink
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