Wes Marrakesh Posted February 21, 2003 Share Posted February 21, 2003 Thanks for the warning not to spend 20 + minutes getting that program Link to comment Share on other sites More sharing options...
Shadriss Posted February 21, 2003 Author Share Posted February 21, 2003 Well, I got it working. In addition to downgrading, I also got rid of a target_speaker and replaced two lights that Aru apparently MEANT to be spotlights, but didn't have targets. *shrug* Only two minor glitches in the map, as he sent it. Great job. (The second minor glitch was inside the reactor, Aru - one of the power flows is going the wrong way! ) The screenshots are up, ,as well as Aru's brief notes on the area. Enjoy the shots - this area was VERY well done... Makes me want Hogwart's even more (shameless plug fora friend alert!) Link to comment Share on other sites More sharing options...
Ronin_Medjai Posted February 21, 2003 Share Posted February 21, 2003 you people in my opinion ........... OWN! lol /me thinks ur the greatest and cant wait for your l337 map to be released I check ur rammaping.moonfruit site daily and me and my RPG club are eagerly awaiting the release havent checked the library shots yet but im hoping for a part where a book is puleld ad a secret revolving door thing happens hehe secret passage.....speaking of which we need secret areas like Xia 2 had some more secret areas (even tho the lighting and texturing hurt my eyes still awaiting mandarias update on that to see if he fixed it) /me also cant wait for CODEs rpg mod Link to comment Share on other sites More sharing options...
Shadriss Posted February 21, 2003 Author Share Posted February 21, 2003 You;'re gonna be slightly disappointed, Medjai. The library (and the other areas too, for that matter, are exactly as shown. No secret areas. And, at least for now, I dont see any being added either. To be honest, I've never seen the point of it. If it were an SP level, then sure. But not an MP level... the focus here is on the actual RP, not on "how can I get through here, and how many secret areas can I find?" And that's just the logical side. From the mapper side, it is a right royal pain. As detailed as these areas are, the compile is going to take a long while (the power center, by itself, takes about 15 mins, and the others are a wee bit less) so adding in secret areas would not only lengthen the final compile by that much more, but it would also add more time to the actual construction of the map. And, being who we are (perfectionists! ARGH!) we'd have to make those "secret" areas make sence and look good. Which means a LOT of time that, really, we shouldn't have to use up. There are a few other reasons why I dont plan to put any in (the func_brush limit comes to mind) but those suffice for now. Thanks for the input, though. Suggestions are always welcome, unfortunately this one was talked about early on by myself and the other mappers, and this was an area we all pretty much agreed on. Link to comment Share on other sites More sharing options...
Eldritch Posted February 21, 2003 Share Posted February 21, 2003 Originally posted by Shadriss Well, I got it working. In addition to downgrading, I also got rid of a target_speaker and replaced two lights that Aru apparently MEANT to be spotlights, but didn't have targets. *shrug* Only two minor glitches in the map, as he sent it. Great job. (The second minor glitch was inside the reactor, Aru - one of the power flows is going the wrong way! ) Well, can't be perfect, can I? As for the power flow misdirection - I KNEW I forgot to change something before I sent it. That was it, apparently. The screenshots are up, ,as well as Aru's brief notes on the area. Enjoy the shots - this area was VERY well done... Makes me want Hogwart's even more (shameless plug fora friend alert!) Thanks for the shameless plug. Glad you like the area. From the mapper side, it is a right royal pain. As detailed as these areas are, the compile is going to take a long while (the power center, by itself, takes about 15 mins, and the others are a wee bit less) so adding in secret areas would not only lengthen the final compile by that much more, but it would also add more time to the actual construction of the map. 15 minutes for the power center? Which compile option are you using? Only took like 2 minutes on mine, but you may be using some super-duper ultra good looking final compile option. BTW, I like the shots you took of the Power Center for the site. Link to comment Share on other sites More sharing options...
wedge2211 Posted February 21, 2003 Share Posted February 21, 2003 Woo! Very nice area, Aru...Why not release a duel_CommenorReactor? I'm definately going to have to download this despite not being an RPG player. Keep it up! PS, I'd love to see you guys work on some SP maps. Deception looked really promising. And hey, two/three/five minds are better than one, right? Link to comment Share on other sites More sharing options...
Shadriss Posted February 21, 2003 Author Share Posted February 21, 2003 I'm almost hurt, Wedge! Downloading it just to see the reactor... that could hurt a man's feelings! I used a couple of option on the compile, Aru, but the one I suspect made it so long is the "patchshadows" option. As there are a GREAT number of curves in the main area, it would have had a LOT more lighting to figure out. *shrug* Best idea I have. I did it with the best BSP I had... I do that for all the sections so that we can see what it will really look like in game... and to give me an idea of overall compile time. Link to comment Share on other sites More sharing options...
Pnut_Man Posted February 21, 2003 Share Posted February 21, 2003 The screenshots are awesome! I keep on telling myself that i'll always want to roleplay here! Btw, I wondering if the "lights out" idea is still being considered. IT would be so sweet to knock out the power Nice ole simple acts of harmless terrorism... Link to comment Share on other sites More sharing options...
Shadriss Posted February 21, 2003 Author Share Posted February 21, 2003 I dont have a straight answer for you right now, Pnut. It's there in the back of our heads, but until we get the whole map put together, I just cant answer that. I like the idea myself, but there is one MAJOR thing I have to think about if I do it... Do you realize how many LIGHTS I'd have to hook up to that ONE switch??? And, now that Ithink about it, there is one other problem... that would make every light inthe map dynamic - and, as it stands right now, Q3Map2 doesnt compile dynamic lights correctly. And there's no WAY I'm gonna compile this thing with SOFMAP2. So, if support is added, I'll consider it... but I'm not thinking, at this point, ,that it's likely. Link to comment Share on other sites More sharing options...
Eldritch Posted February 22, 2003 Share Posted February 22, 2003 Originally posted by wedge2211 Woo! Very nice area, Aru...Why not release a duel_CommenorReactor? I'm definately going to have to download this despite not being an RPG player. Keep it up! PS, I'd love to see you guys work on some SP maps. Deception looked really promising. And hey, two/three/five minds are better than one, right? If I was to release it, I'd ask Shad first (it's his project, after all - I'm just helping). I'd also want to expand it just a tiny bit. There's not much room to duel right now. I'd like to work on some SP maps as well, but SP maps are on the bottom of my to-do list, what with Hogwarts and Commenor (and another project which I have not released any details on as of yet) on the front burners. When Hogwarts is done then I'll consider new projects. Originally posted by Shadriss I used a couple of option on the compile, Aru, but the one I suspect made it so long is the "patchshadows" option. As there are a GREAT number of curves in the main area, it would have had a LOT more lighting to figure out. *shrug* Best idea I have. I did it with the best BSP I had... I do that for all the sections so that we can see what it will really look like in game... and to give me an idea of overall compile time. Yeah, the patchshadows is probably what caused it. You know how it is with me and those curves - I just can't resist. Good idea, running it with the best compile. I had an idea about the "lights out" idea that doesn't involve dynamic lights. What about using func_usables with an on/off type setup to kill all the neon signs and light emitting shaders? Well, ALL of them would be too much work, but you could do a few of the more noticeable ones. You could also link it to some kind of "power failure" type noise. Just a thought. Link to comment Share on other sites More sharing options...
Leslie Judge Posted February 22, 2003 Share Posted February 22, 2003 Hmm... You know guys I'm curious. Do you know how to make dynamic lighting in MP? I made a test map, compiled with sof2map, and it works fine in SP, but no start_off, no turning on/off, no light styles in MP... My only idea is to make dynamic lights with effects. I haven't tried yet, but it has to work. What's good, is that they doesn't increase compile time, what's bad is many of them will probably decrese FPS. Link to comment Share on other sites More sharing options...
Shadriss Posted February 22, 2003 Author Share Posted February 22, 2003 DYnamic lights DO work in MP... I've seen them used. However, they DONT work with q3map2 compiles... and I REFUSE to use SOFmap2 on this... aside from the injustice it would do the map, it would also take quite a bit longer. Link to comment Share on other sites More sharing options...
wedge2211 Posted February 22, 2003 Share Posted February 22, 2003 Good call, Shadriss. Link to comment Share on other sites More sharing options...
Shadriss Posted February 24, 2003 Author Share Posted February 24, 2003 Just a quick note on progress... The port is about 95% alid out and a good portion of it is textured. Hopefully (if the mood is upon me) I'll get it all wrapped up and finished in the next couple of days. Just to let you all know - it's been a slow couple of days. But the work continues... Link to comment Share on other sites More sharing options...
Shadriss Posted February 26, 2003 Author Share Posted February 26, 2003 Wow. Not many posts from ANYONE recently... I hope this isnt an indication of slackening interest... THe Port is fully laid out and textured. Lighting is about done, and, barring unforeseen problems, will be done tonight. Screenshots and such will, as always, be up as soon as they are ready. Aru-Wen - What's the word on the Museum? Link to comment Share on other sites More sharing options...
Pnut_Man Posted February 26, 2003 Share Posted February 26, 2003 I've been looking forward to the spaceport for a long time, i'm interested in how you're gonna pull it off Link to comment Share on other sites More sharing options...
Eldritch Posted February 26, 2003 Share Posted February 26, 2003 Originally posted by Shadriss Aru-Wen - What's the word on the Museum? Wednesday is my major mapping day, and I hope to get a sizeable chunk of it done tomorrow. All the new textures (and paintings) are set to go, so that won't hold anything up. Should have a couple preliminary shots tomorrow. Link to comment Share on other sites More sharing options...
Shadriss Posted February 26, 2003 Author Share Posted February 26, 2003 Originally posted by Pnut_Master I've been looking forward to the spaceport for a long time, i'm interested in how you're gonna pull it off Wonder no longer, Pnut - screenies are up, and the Port is done. Enjoy! As for you Aru, got ya, and good mapping! I'm really looking forward to seeing what you've pulled otgether. Trying to decide which area to do next, the Temple or the Nightclub... Link to comment Share on other sites More sharing options...
Eldritch Posted February 26, 2003 Share Posted February 26, 2003 Spaceport looks good! Kudos to Wes and Shad for some nice looking work. I especially like the lobby and the floor pattern in the hallway. BTW Shad - if we hit the func brush limit, it'll be because of you - my two func brushes won't break the bank. I'd like to see the Nightclub done next, so long as it does not include a disco floor/ball, as has been seen in some other maps. *shudders* Link to comment Share on other sites More sharing options...
Shadriss Posted February 26, 2003 Author Share Posted February 26, 2003 Actually, I'm having second thoughts about including either of those two areas. THe nightclub, would, in essence, be a second bar. What would be the point? All it would add to your basic bar is a dance floor, which would just be a big open area. So why bother? THe Temple is a bit more straightforward... exceept that we haveno idea what religeon, if any, they have in the SW universe. Yes, the Jedi have been referred to in that fashion, but, given the maps location and time frame (Commenor, a Core World, shortly after the fall of the Empire) Having A Jedi Temple would make no logical sence. ANy ideas here? Link to comment Share on other sites More sharing options...
Eldritch Posted February 26, 2003 Share Posted February 26, 2003 Perhaps just make it into some kind of meditation chamber? Just a place to kick back and relax - fountains, marble, comfy chairs, that type of thing. Link to comment Share on other sites More sharing options...
Pnut_Man Posted February 26, 2003 Share Posted February 26, 2003 EXCELLENT job with the spaceport! Everything came out like I had envisioned Throw a couple of switches in that place that do stuff and the whole thing will come alive Link to comment Share on other sites More sharing options...
Shadriss Posted February 27, 2003 Author Share Posted February 27, 2003 Switches tha do something eh? Hmmmm. Well... there are a few that make platforms operate... does that count? I tried to thing of something to do there, but nothing came up that seemed like a good idea. Still no idea which area I'm gonna work next... Maybe inspiration is on vacation... Link to comment Share on other sites More sharing options...
Eldritch Posted February 27, 2003 Share Posted February 27, 2003 Behold the dark and mysterious museum with hardly any light! Repent, all ye sinners, thy end is near! Ok, seriously, the picture is dark, but it's really only there to give an idea on the architecture. Better pics tomorrow, if you're lucky! Link to comment Share on other sites More sharing options...
wedge2211 Posted February 27, 2003 Share Posted February 27, 2003 Funny how the Museum architects on Commenor are familiar with Roman styles... [/devil's advocate] Link to comment Share on other sites More sharing options...
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