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fromhell
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« 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.

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Suicizer
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« Reply #1 on: July 26, 2015, 08:35:36 am »

Made a map which kind of meets your descriptions.

http://quadropolis.us/node/3170
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fromhell
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« Reply #2 on: September 16, 2015, 09:33:50 am »

no
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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
pelya
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« Reply #3 on: September 20, 2015, 03:06:20 pm »

Please provide at least a pencil sketch of what you had in your mind, then.
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fromhell
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« Reply #4 on: September 21, 2015, 03:19:51 am »

ok
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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
Akom74
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« Reply #5 on: September 21, 2015, 03:42:19 am »

Holy Crap...... it's hard to decipher this sketch.....

Can you make another more specific, please ?

Wink
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Gig
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« Reply #6 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)
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pelya
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« Reply #7 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  Tongue

« Last Edit: September 21, 2015, 04:46:16 am by pelya » Logged
fromhell
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« Reply #8 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
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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
Akom74
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« Reply #9 on: September 22, 2015, 03:27:13 am »

I'm building something......
....... Roll Eyes




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

 Smiley
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Gig
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« Reply #10 on: September 22, 2015, 04:02:20 am »

Uh? Wasn't Fromhell aready doing the map by herself? :-/
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Akom74
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« Reply #11 on: September 22, 2015, 04:26:42 am »

Uh? Wasn't Fromhell aready doing the map by herself? :-/

Whoops...... ok, nevermind.....  punched

I misunderstood the meaning of the scratch....

 Grin
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pelya
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« Reply #12 on: September 22, 2015, 04:33:52 am »

Uh? Wasn't Fromhell aready doing the map by herself? :-/

Whoops...... ok, nevermind.....  punched

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 Wink
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fromhell
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« Reply #13 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
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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
Gig
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« Reply #14 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]
« Last Edit: September 22, 2015, 08:25:29 am by Gig » Logged

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fromhell
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« Reply #15 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?)

 
« Last Edit: September 22, 2015, 07:12:49 am by fromhell » Logged

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
Gig
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« Reply #16 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.
« Last Edit: September 22, 2015, 08:27:37 am by Gig » Logged

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Akom74
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« Reply #17 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... Tongue

Wink
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fromhell
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« Reply #18 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
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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
andrewj
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« Reply #19 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.
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Akom74
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« Reply #20 on: September 23, 2015, 06:10:01 am »

It happened something terrible and mysterious....  Huh

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





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....

Wink
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fromhell
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« Reply #21 on: September 23, 2015, 09:09:19 am »

I run into that problem all the time myself Sad 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
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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
Gig
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« Reply #22 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."
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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.
fromhell
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« Reply #23 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
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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
fromhell
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« Reply #24 on: September 25, 2015, 06:04:07 am »

also the oadev/ textures used :

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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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