Deuce
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Re:Mapping Challenge #2
« Reply #800 on: January 29, 2004, 09:37:55 PM »
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cant let this thread go 3 days without any news..gotta work work work!!!
i've got a good start on my room i'm making. should be done in a few days
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Grounded
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Re:Mapping Challenge #2
« Reply #801 on: January 30, 2004, 05:30:09 AM »
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I've been doing more texture-replacing. It's not very exciting. I think I'm going to try putting in the tree models soon...
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slightcrazed
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Re:Mapping Challenge #2
« Reply #802 on: January 30, 2004, 08:32:44 AM »
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OOOooooo..... tree models *drools*
I was also thinking... will we need any outdoor type textures? Like Grass, or gravel? I could whip up a couple of bushes or flowers too.
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Grounded
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Re:Mapping Challenge #2
« Reply #803 on: January 30, 2004, 10:31:09 AM »
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I have grass and gravel already but some decorative bushes/flowers might be an idea - even to use indoors as office plants. You could also have a go at a transparent fence texture (I offered it to Deuce but he doesn't seem too enthused...) if you want to.
Btw the tree models are just going to be the ones from piranesi. Have you installed Steam yet?
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Grounded
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Re:Mapping Challenge #2
« Reply #804 on: January 30, 2004, 10:31:43 AM »
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Scratch that - of course you've installed Steam, you were at the last playtest!
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slightcrazed
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Re:Mapping Challenge #2
« Reply #805 on: January 30, 2004, 11:59:57 AM »
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Transparent fence I can do.... you're talking about a chainlink fence, right?
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Grounded
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Re:Mapping Challenge #2
« Reply #806 on: January 30, 2004, 12:52:13 PM »
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Yeah - just like the HL one we're currently using.
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slightcrazed
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Re:Mapping Challenge #2
« Reply #807 on: January 30, 2004, 03:22:13 PM »
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only prettier.....
would you like some razor wire at the top?
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slightcrazed
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Re:Mapping Challenge #2
« Reply #808 on: January 30, 2004, 09:34:17 PM »
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Fence is done.... not my best (and I didn't .wad it, it's just the .tga file), but I think it will suffice, at least as a base. Feel free to dirty it up with some more rust and mud if you want (although it's pretty rusty and muddy to begin with) or just throw it into a wad and go to town. I'm might try a variation or 2 later, but for now this should work. FYI, this one was made BY HAND. It was a pain in my ever-loving ass, but I hope it does the trick.
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Re:Mapping Challenge #2
« Reply #809 on: January 31, 2004, 06:18:20 AM »
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Good effort, I think it will work fine with a bit of manipulation.
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Deuce
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Re:Mapping Challenge #2
« Reply #810 on: January 31, 2004, 07:47:20 AM »
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out of curiousity (and because its been quite some time now since i last asked ) how is the progress of the map? are we close to a b3 testing?
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Re:Mapping Challenge #2
« Reply #811 on: January 31, 2004, 08:57:37 AM »
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Don't hold your breath.
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slightcrazed
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Re:Mapping Challenge #2
« Reply #812 on: January 31, 2004, 10:51:05 AM »
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OK,
I finally finished up with the shelf texture, thingy, that I was working on. It is VERY low poly (the whole thing is 3 cubes), and looks pretty good in game. Should help to take up some space in some of the warehouses. I've attached the prefab, and the wad, along with some screens.
http://home.adelphia.net/~rwalls01/shelf.wad
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« Last Edit: January 31, 2004, 10:59:24 AM by slightcrazed » |
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Re:Mapping Challenge #2
« Reply #813 on: January 31, 2004, 11:00:32 AM »
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OK, I can't upload the stoopid map file.... and my IP keeps trying to serve it as a web page.
So If you want it I'll e-mail it to you. Can you give me your e-mail addys again?
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Re:Mapping Challenge #2
« Reply #814 on: January 31, 2004, 11:03:17 AM »
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Good, good. Keep them coming lads
Just to show that I have been doing something, here are a couple of (rather dark) screens from a test compile I did today. The pain with 1.6 is you have to come online to try the tree transparency. But it worked and, as suspected, my trees were floating a few units off the floor. They really do make an impact on the emptiness of the car park though - I think I'm going to have 2 trees, one on either side of the sloping road.
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« Last Edit: January 31, 2004, 11:08:02 AM by Grounded » |
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Deuce
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Re:Mapping Challenge #2
« Reply #815 on: January 31, 2004, 11:13:05 AM »
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grounded..i'm using a work computer where i cant change the settings..and all i see is black pictures with a little globs of background..can you lighten it up in photoshop please?
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Deuce
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Re:Mapping Challenge #2
« Reply #816 on: January 31, 2004, 11:26:05 AM »
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OK,
I finally finished up with the shelf texture, thingy, that I was working on. It is VERY low poly (the whole thing is 3 cubes), and looks pretty good in game. Should help to take up some space in some of the warehouses. I've attached the prefab, and the wad, along with some screens. |
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i really like the shelf texture thing..but having that many boxes in different shapes in styles doesnt look right. maybe it would better if all the boxes were the same size and you stuck to only two different styles?
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slightcrazed
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Re:Mapping Challenge #2
« Reply #817 on: January 31, 2004, 12:40:14 PM »
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The .wad actually includes what you are talking about. I did 2 different styles, one with the wooden boxes, and one with just cardboard. I think you're right, the cardboard looks better, but this is the first one that I compiled.
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Re:Mapping Challenge #2
« Reply #818 on: January 31, 2004, 12:44:46 PM »
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The pictures have been lightened - now they look all wishy-washy.
Yeah Deuce was right about that texture - but I'd already looked in the wad and knew there was a better one in there anyway
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Deuce
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Re:Mapping Challenge #2
« Reply #819 on: January 31, 2004, 12:46:57 PM »
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cool. thanks grounded. the trees do look awesome. one question though..why is my caddy crooked? i drive better then that!
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slightcrazed
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Re:Mapping Challenge #2
« Reply #820 on: January 31, 2004, 12:52:27 PM »
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Here is the alternate boxes tex, just for reference:
and I email Grounded the prefab so that he has both.
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Deuce
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Re:Mapping Challenge #2
« Reply #821 on: January 31, 2004, 12:54:16 PM »
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you know, i wouldnt even go with the delivery boxes..just stick with the cardboard boxes and it will be golden.
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Grounded
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Re:Mapping Challenge #2
« Reply #822 on: January 31, 2004, 01:19:58 PM »
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It's crooked because it's so bloody long that it doesn't fit in the parking spaces.
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Deuce
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Re:Mapping Challenge #2
« Reply #823 on: January 31, 2004, 01:22:27 PM »
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hey i cant help if caddys are naturally long..thats what i like about em..leg space
how are we doing for cars btw? how many more do you need?
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Re:Mapping Challenge #2
« Reply #824 on: January 31, 2004, 02:20:12 PM »
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By my count we have:
Hummer 2 mini's Golf Caddy truck
and I think that's it. I'm sure we could use a few more, but the more we add the more poly's and the larger the DL will be. We should pick a limit that looks believeable, without killing r_speeds.
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Re:Mapping Challenge #2
« Reply #825 on: January 31, 2004, 02:29:13 PM »
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well i've got the pictures ready to try an attempt of a viper
if you think about it though.. 4 cars at the max outside sounds reasonable..but then you have the garage which is semi inclosed..giving us more slack for more cars..maybe the texture limit is more of a concern
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Re:Mapping Challenge #2
« Reply #826 on: January 31, 2004, 02:57:02 PM »
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I was actually thinking that it might be cool if part of the garage was 'under construction', like have a corner of it ripped up with a couple of cones and a sign saying 'men at work' or something similar.
That way it's at least believeable that the garage is mostly empty.
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Re:Mapping Challenge #2
« Reply #827 on: January 31, 2004, 03:01:31 PM »
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Well it is nighttime too. If you consider that the only two "employees" in this entire complex are the hostages, then it would make sense for the garage to be empty. Those guys much sure make lot of money to afford hummers and caddies!
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Re:Mapping Challenge #2
« Reply #828 on: January 31, 2004, 06:28:37 PM »
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It's the CEO and CFO, staying late, of course.
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Re:Mapping Challenge #2
« Reply #829 on: January 31, 2004, 09:48:07 PM »
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Hmmm, and here I thought there were janitors.
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Deuce
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Re:Mapping Challenge #2
« Reply #830 on: January 31, 2004, 09:57:20 PM »
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I was always under the impression that the two hostages were that eugene and davin whatchamacallit SR people.
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Re:Mapping Challenge #2
« Reply #831 on: January 31, 2004, 11:35:34 PM »
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Well, I suppose they pretty much fit both roles then, considering they ARE all of StorageReview (as far as I know).
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Grounded
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Re:Mapping Challenge #2
« Reply #832 on: February 01, 2004, 05:26:40 AM »
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We need some cars that will fit in parking spaces - I'm not sure if Deuce's truck will and so that means we've got slight's gold and my mini and that's it. I think it will look a bit stupid if the parking lot is filled with an insanely diverse selection of cars so from now on it's mundane vehicles all the way please I was actually thinking we could use the hummer as the vehicle that the terrorists arrive in - have it sitting between the gate at the start and with bits of broken barrier scattered around.
On the topic of hossies, do we have anyone with the necessary skills (or skillz if you prefer) to do some custom skins for them? That would be another nice personalisation.
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Re:Mapping Challenge #2
« Reply #833 on: February 01, 2004, 08:12:33 AM »
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What did you have in mind? Just a simple change, or are you going for something fancy?
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Re:Mapping Challenge #2
« Reply #834 on: February 01, 2004, 08:19:55 AM »
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Btw here are some other textures we need:
1. Lights - look at the textures we're currently using for the style/dimensions. 2. Glass 3. Windows - I am going to make some to replace the texture being used on the building at the far east of the map but we could do with some variations. 4. Carpet - I've made a couple of blue ones but I'm not a big fan of them. 5. Interior office wall - Again I've made one but there's something about it that bugs me. Plus we could do with having different interior textures for the office in the lobby. 6. Hangings - I think slight mentioned something about having some in the lobby a while back. 7. Water cooler (?) 8. Transparent railings, walkways and ladders.
Basically we just need to systematically replace all the HL tex that are currently in the map
slight - I was thinking just a basic kind of 'alternate' office worker skin or something, just to make it obvious that they're different. At this stage there's too much basic stuff that needs done to go for anything fancy!
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Re:Mapping Challenge #2
« Reply #835 on: February 01, 2004, 10:04:12 AM »
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I'm sure I can help out with a couple of those. A water cooler should be easy enough, and I'm decent at walls/floors. I'll make that my next priority. Also, as far as vehicles go, I will try to find enough pics to do a couple basic clunkers.
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Deuce
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Re:Mapping Challenge #2
« Reply #836 on: February 01, 2004, 10:49:29 AM »
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On the topic of hossies, do we have anyone with the necessary skills (or skillz if you prefer) to do some custom skins for them? That would be another nice personalisation.
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| i dont have any of the programs to do it..but i think i remember neosable being able to do it.
as for going all out insane with customization..i was looking at how hard the gfx tga's might be..i might give that a shot too.
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Re:Mapping Challenge #2
« Reply #837 on: February 01, 2004, 11:22:00 AM »
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The skybox can be made using Terragen easily enough although you can't use it to do buildings so I don't think it would be particularly useful. I've seen a few custom made skyboxes with buildings in them and they sucked.
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Re:Mapping Challenge #2
« Reply #838 on: February 01, 2004, 11:30:11 AM »
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hm. true. maybe we should stick to what we have?
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Re:Mapping Challenge #2
« Reply #839 on: February 02, 2004, 08:18:48 AM »
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That might be sensible. ... ... Sorry that's all I got.
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Re:Mapping Challenge #2
« Reply #840 on: February 02, 2004, 08:29:27 AM »
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you my friend are a slacker
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Re:Mapping Challenge #2
« Reply #841 on: February 02, 2004, 01:40:11 PM »
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Deuce = error.
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Re:Mapping Challenge #2
« Reply #842 on: February 02, 2004, 03:46:06 PM »
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It's the CEO and CFO, staying late, of course.
slight
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Ummm...don't you think that if ANYONE is staying late it's the midclass underpaid manager of the pions who has to stay late?? I'm just curious.
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Re:Mapping Challenge #2
« Reply #843 on: February 02, 2004, 04:17:00 PM »
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Ummm...don't you think that if ANYONE is staying late it's the midclass underpaid manager of the pions who has to stay late?? I'm just curious. |
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lol! yeah, if anyone knows about THAT, it's Tenshi!
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Re:Mapping Challenge #2
« Reply #844 on: February 02, 2004, 07:33:33 PM »
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FYI
csreloaded FTP is up and running. If you tried it before and it was down, that was because I mucked up the config file.... it's all better now.
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Re:Mapping Challenge #2
« Reply #845 on: February 02, 2004, 10:41:40 PM »
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that would explain it. for a second i thought you gave me that awesome password for nothing
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Re:Mapping Challenge #2
« Reply #846 on: February 03, 2004, 04:17:27 AM »
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I'll get some stuff uploaded then. *sigh*
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Re:Mapping Challenge #2
« Reply #847 on: February 03, 2004, 09:42:32 AM »
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Just take your time Grounded. These two (**Cough*Deuce*coughcough**) might complain a lot, but I'm sure they are willing to wait until you're satisfied with your work.
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Re:Mapping Challenge #2
« Reply #848 on: February 03, 2004, 09:50:48 AM »
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Oh I'll give them the wad file and maybe a bsp to run around in but they'll NEVER GET THE MAP FILE MWAHAHA!!!
Ahem.
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Re:Mapping Challenge #2
« Reply #849 on: February 03, 2004, 10:01:45 AM »
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Wad is up you vultures.
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Re:Mapping Challenge #2
« Reply #850 on: February 03, 2004, 10:15:50 AM »
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Cool.... I'm going to upload all of my pre-fabs and all of my texture bases, so if you guys want to improve or change an existing texture you can do it using the base instead of pulling it out of the .wad.
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Deuce
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Re:Mapping Challenge #2
« Reply #851 on: February 03, 2004, 10:19:51 AM »
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should i be worried that my cardboard box textures arent in there. and my steel texture..and almost every other texture used in my building?
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Re:Mapping Challenge #2
« Reply #852 on: February 03, 2004, 10:40:00 AM »
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Yes? No? Maybe? It's possible that he is keeping seperate .wads right now, and not combining them until we get closer to b3 or final.
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Re:Mapping Challenge #2
« Reply #853 on: February 03, 2004, 01:10:01 PM »
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In WC I currently have four wads going:
halflife deucewad_v2 cs_reloaded van
I have been combining them as I go but I guess I just didn't get round to combining deucewad or the one with the van tex. Don't take it personally you chump
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Re:Mapping Challenge #2
« Reply #854 on: February 03, 2004, 01:21:27 PM »
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Despite my earlier rantings, I've uploaded the version of the map file that I used to make the last bsp. It's not the most updated version but it's pretty close. Obviously you'll need all four of the wads listed above so I uploaded van and deucewad_v2 too. I'm also going to upload the bsp but it's 5.3 megs (2.something zipped) so it'll take a little longer. Hopefully all this will keep you lot off my back
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Re:Mapping Challenge #2
« Reply #855 on: February 03, 2004, 01:51:57 PM »
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BSP up. Have fun childrens
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Re:Mapping Challenge #2
« Reply #856 on: February 03, 2004, 01:53:19 PM »
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Just out of curiosity....what kind of upload speed are you getting? My ISP recently told me that they increased all of their upload limits... but I usually ignore them when they say things like that.
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Re:Mapping Challenge #2
« Reply #857 on: February 03, 2004, 02:13:48 PM »
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Same as always: UBERSLOW. It took something like 17 mins to upload the bsp although that's a little above normal.
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Re:Mapping Challenge #2
« Reply #858 on: February 03, 2004, 02:20:29 PM »
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took me 30 seconds to copy teh csreloaded wad earlier.
thanks a bunch grounded. of course now i have to go to work and cant see how uber cool it is. thanks
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Re:Mapping Challenge #2
« Reply #859 on: February 03, 2004, 03:49:18 PM »
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I might be in an ideal position to help you test that Slight. Our bandwidth here at college is synchronous, but nobody is using nearly as much upstream bandwidth as they are downstream (all those kazaa-p0rn people again). That means my upload speeds are usually only limited by the other end.
Of course that's not as important as YOUR upload speeds, since that becomes everybody else's download speed. That's why iCabbit is so limited. It might be 1.5Mbit going in, but it's only 512Kbit going out, which limits download speeds from that site.
That's also why I wish I could get "RADSL" which would stand for "reverse" asynchronous DSL and would give more upload speed than download speed-- the perfect arrangement for hosting services from home.
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Re:Mapping Challenge #2
« Reply #860 on: February 03, 2004, 04:25:31 PM »
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Don't you go hijacking our thread with your l33t-g33k ramblings Porter
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Re:Mapping Challenge #2
« Reply #861 on: February 03, 2004, 04:45:00 PM »
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Of course that's not as important as YOUR upload speeds, since that becomes everybody else's download speed. |
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Whoops... Yeah, I was thinking about it backwards....
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Re:Mapping Challenge #2
« Reply #862 on: February 03, 2004, 05:12:03 PM »
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I just took a look at the map file.... coming along nicely. If I have some time this weekend I'll do some work on the lobby and that adjoining office.
While I'm thinking of it.... do you have a lights.rad file that you can upload so that we can test compile lighting?
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« Last Edit: February 03, 2004, 05:12:47 PM by slightcrazed » |
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Re:Mapping Challenge #2
« Reply #863 on: February 03, 2004, 05:23:59 PM »
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valve.rad has been uploaded
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Re:Mapping Challenge #2
« Reply #864 on: February 03, 2004, 06:05:42 PM »
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just ran through the bsp. i like the exterior brick building textures. just a few notes and observations
1) along with the fact that the trees hover (something we already know) you can walk through them.
2) my shipping building box area, while i dont mind being redone, is lacking alot of textures. i dont mind the office area being changed..but there is no custom cardboard textures, and no custom steel step textures.
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Re:Mapping Challenge #2
« Reply #866 on: February 04, 2004, 05:18:56 AM »
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Ack this is what happens when I let you have an unfinished bsp.
1) I told you it was only compiled to test the positions of the trees so it's hardly surprising that they're not clipped!
2) I think I've mentioned a few times that I'm 'in the process of retexturing' haven't I? Well since the layout of the shipping building was not finalised I thought it pointless to change the textures. You may notice that there are tons of 'unreplaced' textures in my building too...
I know you meant no harm Deucey-boy but give me some credit!
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Re:Mapping Challenge #2
« Reply #867 on: February 04, 2004, 10:09:33 AM »
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I was more interested in the .map than the .bsp, so that I could look at possible fill-in prefabs (vehicles, water fountains, blah blah blah...) and so that I could do some texturing work on the lobby.
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Re:Mapping Challenge #2
« Reply #868 on: February 04, 2004, 10:21:41 AM »
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I know. Deuce just likes to tease me with all these petty little details
Here's a pic of what I meant when I was talking about moving the hummer.
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Re:Mapping Challenge #2
« Reply #869 on: February 04, 2004, 11:09:26 AM »
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Those terrorists have got some serious class driving around in a bright yellow H2.
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Re:Mapping Challenge #2
« Reply #870 on: February 04, 2004, 11:10:44 AM »
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For some reason I just don't picture terrorists arriving in a brand-new $60,000 H2....
How bout I make you a nice VW minibus......
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Re:Mapping Challenge #2
« Reply #871 on: February 04, 2004, 11:44:28 AM »
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Go for it.
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Re:Mapping Challenge #2
« Reply #872 on: February 04, 2004, 10:35:09 PM »
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I know. Deuce just likes to tease me with all these petty little details |
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while we're on the subject of petty little details..i noticed that you only used the red and blue metal walls and not the green ones..i would prefer if my shipping building had green walls (to match the computer displays)
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Re:Mapping Challenge #2
« Reply #873 on: February 05, 2004, 03:35:49 AM »
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Tenshi wants more screen shots...Tenshi likes screen shots...
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Re:Mapping Challenge #2
« Reply #874 on: February 05, 2004, 04:15:31 AM »
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I didn't use the green one because I don't think it looks right and I couldn't be bothered tweaking it at the time.
Tenshi - at the moment there isn't really anything to take a screenshot of. The bsp is almost exactly the same as the last beta except with most of the HL textures replaced with custom ones.
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Re:Mapping Challenge #2
« Reply #875 on: February 05, 2004, 05:30:12 AM »
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You must forgive Tenshi..... Like white trash with a cosmo magazine; he only likes to look at the pictures.
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Re:Mapping Challenge #2
« Reply #876 on: February 05, 2004, 06:23:31 AM »
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Just for you Tenshi....(oh ok and Deuce)
Trees, rain and a pink cadillac - Deuce's wet dream (pun intended)
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Re:Mapping Challenge #2
« Reply #877 on: February 05, 2004, 07:13:13 AM »
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And now for something a little bit different...
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Re:Mapping Challenge #2
« Reply #878 on: February 05, 2004, 07:41:51 AM »
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i found a wireless connection in class
i really like the snow pictures. i only have one question though..how do the cars look like when the roof and hood is covered with snow? and of course..any chance you can upload the two bsp's so we can play em?
maybe we can issue the final map in both formats? or take a poll on which one is better? in all honesty..i like both the rain and snow..it really adds a nice touch either way. good work grounded
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Re:Mapping Challenge #2
« Reply #879 on: February 05, 2004, 09:19:56 AM »
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i only have one question though..how do the cars look like when the roof and hood is covered with snow? |
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Dunno, I only painted snow onto the ground in those areas you can see! I wasn't really up for going through the entire map and doing it.
any chance you can upload the two bsp's so we can play em?
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Nope - for the same reason I suppose I could upload the rain one for you to look at but it's exactly the same as the last, except with rain!
maybe we can issue the final map in both formats? or take a poll on which one is better? in all honesty..i like both the rain and snow..it really adds a nice touch either way. good work grounded
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I like the snow one better but I think it would be cool to issue both - cs_reloaded and cs_reloaded_snow? There are a few advantages of using snow (fewer textures, not as laggy as rain) but I think I'd want people to see the map in both states, even if we decide to do cs_reloaded without rain in it.
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Re:Mapping Challenge #2
« Reply #880 on: February 05, 2004, 09:24:27 AM »
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The only thing about doing snow as opposed to rain is that snow will require some substantial texture re-working.....The parking lot and asphalt textures would have to be re-done with partial snow cover, as would some of the vehicle textures (roof, hood), and several of the building textures.
...... I'm not shying away from work, but I just wanted to throw that out as a qualifying factor.
Personally... I like the rain much more than the snow. I Think you can add some real cool effects to go along with the rain (like puddles in the parking lots, windshield wipers on the vehicles (at least on the T's vehicle), and even leaky roofs...
just my 2c
BTW.... those screen shots made me Randy.
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Re:Mapping Challenge #2
« Reply #881 on: February 05, 2004, 09:32:01 AM »
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more on the silly requests i have. can i get an overview shot of the map (like you did previously)
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Re:Mapping Challenge #2
« Reply #882 on: February 05, 2004, 10:02:37 AM »
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We wouldn't have to redo any textures for the snow except maybe the crates so that they have some snow hanging down the sides. Most snow maps in CS have full snow coverage i.e. the ground is completely obscured by snow, perhaps with only a few tire tracks. Have a look at cs_office and de_survivor.
Deuce - I'll make an overview tonight.
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Re:Mapping Challenge #2
« Reply #883 on: February 05, 2004, 11:31:57 AM »
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I like the snow one better but I think it would be cool to issue both - cs_reloaded and cs_reloaded_snow? There are a few advantages of using snow (fewer textures, not as laggy as rain) but I think I'd want people to see the map in both states, even if we decide to do cs_reloaded without rain in it.
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Make a few more tweaks, and you have a Christmas Edition! ("Winter Holidays" would be a more politically correct title.) You know, throw a Christmas tree in the lobby, some wreaths on doors, some mistletoe, maybe a menorah (sp?) on a desk somewhere... Add some cheesy christmas muzak in the shipping room. Maybe add a little red sleigh to the sky map. The possibilities are endless.
THAT would be cool to change to when next winter rolls around. Especially if the vanilla version of cs_reloaded gets to be a regular part of CSR's map cycles. We'd have a special treat for the regulars next December.
It would be best to finish the vanilla version first though, since you don't want the two to start to diverge too far from each other.
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Re:Mapping Challenge #2
« Reply #884 on: February 05, 2004, 01:46:15 PM »
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Cool idea but that's some wait! Obviously the original, or vanilla as you've termed it , version is the priority and if we were to make two versions they would differ only cosmetically. The only thing I might add to a winter version would be drifts of snow up against some of the walls/crates etc.
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Re:Mapping Challenge #2
« Reply #885 on: February 05, 2004, 01:59:54 PM »
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i imagine that we should stick to the rain for now..its probably the easiest to do now
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Re:Mapping Challenge #2
« Reply #886 on: February 05, 2004, 02:23:47 PM »
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We'll have a "Christmas in July" party then.
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Re:Mapping Challenge #2
« Reply #887 on: February 05, 2004, 04:11:51 PM »
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wow! I totally agree with slight, those screen shots "made me randy" also. The snow looks PIMPTASTIC! Two versions would be sweet, I think slight was on to something with the special rain effects too, leaky ceilings etc, etc. And porter was on to something with the Xmas effects. Just my two cents worth! GO TEAM! YAY!
oh yeah...
You must forgive Tenshi..... Like white trash with a cosmo magazine; he only likes to look at the pictures.
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I READ THE ARTICLES TOO........wait a minute...
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Re:Mapping Challenge #2
« Reply #888 on: February 05, 2004, 04:57:09 PM »
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This is a debate for another time, anyway. The rain and snow entities were only shoved in for testing so they'll be taken out - as I go through stages of compiling I want to see what the bare map looks like without effects. Rain or snow or whatever can be added after the next edition is finished.
Deuce - I was going to do the overview tonight but I forgot and now I'm too tired. I'll do it tomorrow.
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Re:Mapping Challenge #2
« Reply #889 on: February 05, 2004, 05:13:28 PM »
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oh nuts. ok.
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Re:Mapping Challenge #2
« Reply #890 on: February 06, 2004, 06:16:08 AM »
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This is a rough one - it's quite fiddly to do a proper overview showing all the right levels in the map. I assumed you just wanted this for looking at routes?
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Re:Mapping Challenge #2
« Reply #891 on: February 06, 2004, 08:21:29 AM »
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nope..needed it for a texture..and this works perfectly. thanks
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Re:Mapping Challenge #2
« Reply #892 on: February 06, 2004, 08:37:59 AM »
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Er but this isn't the final layout so why would you want to make a texture with it?
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Re:Mapping Challenge #2
« Reply #893 on: February 06, 2004, 08:45:05 AM »
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because by the time it is done, the final overview will look pretty much the same to the shrunking down version of the texture.
believe me..its all good
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Re:Mapping Challenge #2
« Reply #894 on: February 06, 2004, 08:54:06 AM »
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Oh alright...
...but expect fiery retribution if you mess up!
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Re:Mapping Challenge #2
« Reply #895 on: February 06, 2004, 10:10:22 AM »
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MMmmmmmmm......yes...... retribution....
FYI, I have a couple changes for the lobby almost done (mainly textures, and a little work on the reception desk), you'll have an updated .map file by the end of the weekend (hopefully). I also have done a little work on a couple of vehicles, and I might have one or 2 done by tomorrow. I am also trying to make a motorcycle, but I can't seem to get one to look right without make the thing like 200 w_poly. We'll see, but no guarantees.
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Re:Mapping Challenge #2
« Reply #896 on: February 06, 2004, 10:31:13 AM »
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All good. 200 polys for a motorcycle though? Bit steep. What kind are you trying to make?
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Re:Mapping Challenge #2
« Reply #897 on: February 06, 2004, 10:55:52 AM »
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Although... I'm open to suggestions. I've been working on it off and on for a while now, without much luck. If I can get it down to 100 we might be able to stick it in a low poly section of the map and not kill r_speeds too much.
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Re:Mapping Challenge #2
« Reply #898 on: February 06, 2004, 12:50:19 PM »
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No wonder, it's a bit complicated! You could always do a moped instead
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Re:Mapping Challenge #2
« Reply #899 on: February 06, 2004, 01:30:05 PM »
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No wonder, it's a bit complicated!
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It's not as complicated as you would think.... I have the thing broken down into 4 main polys, plus 2 8 sided poly's for the front and back wheel. It's not quite 200 poly's, it's closer to 150 or 160 althgether, and I may be able to go even lower with some tweaking.
slight
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Re:Mapping Challenge #2
« Reply #900 on: February 09, 2004, 10:19:26 AM »
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2 new vehicles were developed while the forums were down... I think Deuce and Grounded know about these... so this is more for the general public.
The volvo has a 'yuna' license plate....while the vanagon belongs to 'fthr ribs'..... I can't remember if I did a vehicle for ribsy yet... If I did then I'll have to use someone else.
Cool?
Cool.
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Terraji
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Re:Mapping Challenge #2
« Reply #901 on: February 09, 2004, 10:43:06 AM »
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Very cool!
That Volvo is "dope"
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Re:Mapping Challenge #2
« Reply #902 on: February 09, 2004, 12:00:22 PM »
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Here are a few pics that I was about to post before the forums went down. They're a couple of days old and there have been revisions but you get the general idea... The first two illustrate a new transparent window frame texture (you shoot the glass out but the frame remains) and the second pair are of the ramp area with added detail/cover.
More changes on the way - it seems me, Deuce and slight have all been putting in some time on the map lately so we're making progress
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Re:Mapping Challenge #2
« Reply #903 on: February 09, 2004, 12:07:33 PM »
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Hell... I'm pumping out vehicles faster than GM. Each vehicle takes about 2 or 3 hours total... so do the math.. Slighty been putting in some serious time.
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Re:Mapping Challenge #2
« Reply #904 on: February 09, 2004, 01:42:39 PM »
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Is the modified lobby ready or did you do the vehicles instead?
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Re:Mapping Challenge #2
« Reply #905 on: February 09, 2004, 02:04:14 PM »
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we really need to find another gfx
hey porter..what do you want in your office?
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Re:Mapping Challenge #2
« Reply #906 on: February 09, 2004, 02:23:53 PM »
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Why, a picture of Yuna of course!...
...and a Mac.
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Re:Mapping Challenge #2
« Reply #907 on: February 09, 2004, 02:30:04 PM »
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Is the modified lobby ready or did you do the vehicles instead?
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I did a little work on the Lobby.... but I still have more to do... I did a new texture for the desk... and I cleaned up some other textures....and I'm using a slightly modified wall texture.
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Re:Mapping Challenge #2
« Reply #908 on: February 09, 2004, 04:05:48 PM »
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my little side project is done grounded. the map and wad are in the same folder
(thanks again to supa!)
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Re:Mapping Challenge #2
« Reply #909 on: February 09, 2004, 05:03:12 PM »
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"we really need to find another gfx"
Why do you keep saying that? I've never seen a better city sky for HL.
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Re:Mapping Challenge #2
« Reply #910 on: February 09, 2004, 06:12:26 PM »
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i like this one better. less purple
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Re:Mapping Challenge #2
« Reply #911 on: February 09, 2004, 06:55:48 PM »
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i've managed to make just about the entire office area using only textures in the wad's i already have. trying to keep the extra wad limit down for grounded..you have a desk, a chair, a sofa, and filing cabinets so far
Why, a picture of Yuna of course!...
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i take it a FFX yuna and not the real one?
...and a Mac.
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find me a front, side, and top view of a mac and i'll make it for you (heck give me a screenshot of something and i'll put it on the monitor too)
i'd do it myself but my computer obviously isnt l33t g33k enough to search for macs
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Re:Mapping Challenge #2
« Reply #912 on: February 09, 2004, 07:08:56 PM »
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First things first: I did in fact mean the "my" Yuna. That's would really be in my office after all. You can find a pretty cute pic of her on iCabbit's website. Keep in mind that's when she was still going by "Wannabe".
I'll set to work finding some images for the Mac thing.
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Re:Mapping Challenge #2
« Reply #913 on: February 09, 2004, 07:13:22 PM »
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First things first: I did in fact mean the "my" Yuna. That's would really be in my office after all. You can find a pretty cute pic of her on iCabbit's website. Keep in mind that's when she was still going by "Wannabe".
I'll set to work finding some images for the Mac thing.
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just wanted to make sure. i knew that picture was there..just didnt want to use it unless you said so..i'll put it on a picture frame on the desk
after this i work on rib's office
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Re:Mapping Challenge #2
« Reply #915 on: February 09, 2004, 07:32:37 PM »
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A little taste of the new lobby... I've only added the new wall texture in this pic.. the new ceiling and the updated desk are not in yet.
More to come.....
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Re:Mapping Challenge #2
« Reply #916 on: February 09, 2004, 08:19:59 PM »
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slight, just to confirm that we are on the same side:
you are working just on the lobby area and not on the rooms next to it (the empty ones)? those are the rooms i'm currently working on
grounded told me to ask you earlier but i forgot :p
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Re:Mapping Challenge #2
« Reply #917 on: February 09, 2004, 10:47:59 PM »
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Just to clarify, I'm not really the one who can give permission about using that pic of Yuna. It would definitely be my choice, but you should really be worried about Yuna giving it the okay instead of me.
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Re:Mapping Challenge #2
« Reply #918 on: February 10, 2004, 03:31:19 AM »
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I like the new lobby wall slight, maybe better than the last one, but I still think it desperately needs a border at the top and bottom of the room. Without one, it just looks wrong, kind of unfinished. Now let's see those other new tex!
Deuce - what's the name of that skybox? Is it c2nite?
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« Last Edit: February 10, 2004, 05:40:09 AM by Grounded » |
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Re:Mapping Challenge #2
« Reply #919 on: February 10, 2004, 05:39:14 AM »
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That pic you posted just reminded me of something slight: I need you to redo the two transparent railing tex you made for the lobby so that they are 'actual size' i.e. they don't need to resized to fit on the brushes. Please I suppose I could do it but...I'm on a power trip right now and I NEED TO DELEGATE!!!
Here's a new wall texture I just made using slight's old lobby wall as a base. I'm put it in all the office areas so that they are obviously different to the yellow/blue texture on the manufacturing floor.
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Re:Mapping Challenge #2
« Reply #920 on: February 10, 2004, 07:16:03 AM »
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I like the new lobby wall slight, maybe better than the last one, but I still think it desperately needs a border at the top and bottom of the room. Without one, it just looks wrong, kind of unfinished. Now let's see those other new tex!
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Yeah.... I guess I could add a border. I might end up shrinking the final tex too.....right now it's 256x256, and I don't think there is any need for it to be THAT big....maybe 192x192 or 128x128. I don't know if I'll be able to do any work tonight... but I hope to have the lobby finished up by the end of the week... I know I said I was going to do it over the weekend...but I really wanted to get those to cars out of the way... and it took longer than I thought.
I need you to redo the two transparent railing tex you made for the lobby so that they are 'actual size' i.e. they don't need to resized to fit on the brushes. |
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May I ask why? I always try to keep the transparent textures as large as possible... so that they look more realistic in game.... it doesn't matter so much on straight lines, but any angled lines become more jagged the smaller the tex is. I guess I can shrink them down.... if I must. Just understand that you're going to loose alot of detail.
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Re:Mapping Challenge #2
« Reply #921 on: February 10, 2004, 07:28:38 AM »
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slight, just to confirm:
you are working just on the lobby area and not on the rooms next to it (the empty ones)? those are the rooms i'm currently working on....
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That's right.... I kind of figured that those were the offices you were doing....seeing as how they're the only offices in the map.
You do realize that one of the offices will have to remain closed, and will be more of an easter egg than anything, simply because it would push r_speeds through the roof if both offices were visible from inside the lobby....
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Re:Mapping Challenge #2
« Reply #922 on: February 10, 2004, 08:36:13 AM »
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yep, already confirmed that with grounded
btw..is that a new ceiling texture slight? i believe everyroom is lacking a custom ceiling texture right now..that would be very helpful
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Re:Mapping Challenge #2
« Reply #923 on: February 10, 2004, 08:41:33 AM »
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It is....but I don't like it.... I want to screw around with it some more....and maybe try some different styles (stretch it, dirty it up..... color it) and see what looks good...
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Re:Mapping Challenge #2
« Reply #924 on: February 10, 2004, 08:41:56 AM »
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its called LMcity_1...i put it in the cs_reloaded folder for you to look at
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Re:Mapping Challenge #2
« Reply #925 on: February 10, 2004, 09:05:30 AM »
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"May I ask why? I always try to keep the transparent textures as large as possible..."
Alright but I've been trying minimise the size of all the textures we have so that we save as much space as possible. I guess we can leave those ones for now.
Is that the same ceiling texture that's in the current lobby wad? It's nice but I don't think it fits with the rest of the lobby - it looks too grandiose, like something from an opera theatre!
Deuce - I've used LMCity_1 before and as I recall I thought it was far too bright for a night sky. Of course I may be mistaken, and it's no real effort to try it.
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Re:Mapping Challenge #2
« Reply #926 on: February 10, 2004, 09:34:21 AM »
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Alright but I've been trying minimise the size of all the textures we have so that we save as much space as possible. I guess we can leave those ones for now. |
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I'll reduce it... all of the lines are straight so it shouldn't be too bad. I agree that we need to start worrying about texture usage. We do have a limit to work with.
Is that the same ceiling texture that's in the current lobby wad? It's nice but I don't think it fits with the rest of the lobby - it looks too grandiose, like something from an opera theatre! |
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Yeah.....I agree.. that's why I've been working on a couple of alternate ones...I just haven't found one that I like. I mean seriously....how often do you look at a ceiling?
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Re:Mapping Challenge #2
« Reply #927 on: February 10, 2004, 10:13:39 AM »
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Just a thought.....what would you think if I added a little glass to the ceiling in the lobby. I think I can do it without adding more that 40 or 50 wpoly.....It would help to add some detail and break up the 'big-square-room' look that the lobby had right now.
I'll do a mock up of what I'm talking about if I get some time tonight.
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Re:Mapping Challenge #2
« Reply #928 on: February 10, 2004, 12:00:24 PM »
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Funny you should say that - I was thinking a skylight might be quite cool in the lobby yesterday
The ceiling texture isn't that important for the lobby because it's so big but we need a good one for the rooms with low roofs that are much more visible to a player at head height. I saw something in another map that I quite liked the look of and might try making for the office ceilings...
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Re:Mapping Challenge #2
« Reply #929 on: February 10, 2004, 12:46:21 PM »
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Cool..... I've tried to take some clues from pics I found on line of corporate lobby's....the lobby is the first thing that your customer sees, and for that reason it is often ornate and very decorative, and skylights and glass seems to be a big part of that.
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Re:Mapping Challenge #2
« Reply #930 on: February 10, 2004, 01:52:32 PM »
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its a work in progress..trying to keep the number of poly's (and extra textures) down
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Re:Mapping Challenge #2
« Reply #931 on: February 10, 2004, 02:03:21 PM »
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Is that a door in the background of the pic? Not to sound picky...but I don't think I've ever seen a filing cabinet that is TALLER than a doorway. I would think the filing cabinet should be no larger than 60 inches (5 feet) tall.
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Re:Mapping Challenge #2
« Reply #932 on: February 10, 2004, 02:13:31 PM »
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Do Macs really look like that? Bit unstable!
In other news: I've made a replacement light fixture and it looks ok. I'll get to work replacing them all.
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Re:Mapping Challenge #2
« Reply #933 on: February 10, 2004, 03:18:26 PM »
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Not surprisingly, Deuce has managed to strip all the beauty, curves and elegance of Mac hardware design out of his model. Better than nothing though, and at least it's "historically accurate" to have the Mac as opposed to a PC. If you really want, you can just usemy XPC instead.
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Re:Mapping Challenge #2
« Reply #934 on: February 10, 2004, 04:16:58 PM »
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speaking of corp. lobbys we have an Ad Agency here in Rochester that has a spiral slide that goes from their 2nd floor down into the lobby. I'll try to find a pic of it.
Not sure you would want to include it or not but I've seen it on tv and it looks cool.
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Re:Mapping Challenge #2
« Reply #935 on: February 10, 2004, 11:20:14 PM »
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test test word to your mother
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Re:Mapping Challenge #2
« Reply #936 on: February 11, 2004, 04:25:22 AM »
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It's official: Deuce has lost it
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Re:Mapping Challenge #2
« Reply #937 on: February 12, 2004, 11:28:00 PM »
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Is that a door in the background of the pic? Not to sound picky...but I don't think I've ever seen a filing cabinet that is TALLER than a doorway. I would think the filing cabinet should be no larger than 60 inches (5 feet) tall.
slight
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you have obviously never met my father...I'll try and get a pic when i go home on friday.
Tenshi
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Re:Mapping Challenge #2
« Reply #938 on: February 13, 2004, 10:06:05 AM »
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speaking of corp. lobbys we have an Ad Agency here in Rochester that has a spiral slide that goes from their 2nd floor down into the lobby. I'll try to find a pic of it.
Not sure you would want to include it or not but I've seen it on tv and it looks cool.
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As promised here's the picture of the slide in the office. And here's the link to their site it might provide some good ideas for you guys as well. http://www.dixonschwabl.com/advertising-staff.php
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« Last Edit: February 13, 2004, 10:14:29 AM by Skip » |
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Re:Mapping Challenge #2
« Reply #939 on: February 13, 2004, 10:15:05 AM »
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hmm for some reason I couldn't attach the pic trying again in new post
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Re:Mapping Challenge #2
« Reply #940 on: February 13, 2004, 10:31:28 AM »
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I really like the look of the railing in that pic... I might have to try that as a tex and see how it looks in our lobby.
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Re:Mapping Challenge #2
« Reply #941 on: February 13, 2004, 10:45:29 AM »
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That thing is frickin' awesome but if we tried to recreate it we'd need a lot more polys The curvy roads I made are bad enough as it is!
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Re:Mapping Challenge #2
« Reply #942 on: February 15, 2004, 12:20:55 PM »
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Status update? What are you two doing?
I'm ill again (this time it's just a cold) but I just made two more garage door variations that we needed. That's probably going to be your lot for the next couple of days!
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Re:Mapping Challenge #2
« Reply #943 on: February 15, 2004, 02:04:22 PM »
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what are we doing? i'm waiting for you to finish the blasted map!
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Re:Mapping Challenge #2
« Reply #944 on: February 15, 2004, 05:24:33 PM »
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Make some textures you lazy git! Didn't I ask for an alternate crate set? Honestly...
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Re:Mapping Challenge #2
« Reply #945 on: February 16, 2004, 08:11:46 PM »
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Is that a door in the background of the pic? Not to sound picky...but I don't think I've ever seen a filing cabinet that is TALLER than a doorway. I would think the filing cabinet should be no larger than 60 inches (5 feet) tall.
slight
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| you have obviously never met my father...I'll try and get a pic when i go home on friday.
Tenshi
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I stand corrected Slight, my father's filing cabinet isn't taller then his door, but it is much wider, and it's awefully close...
Tenshi
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Grounded
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Re:Mapping Challenge #2
« Reply #946 on: February 17, 2004, 10:08:14 AM »
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Some pics, first an ingame shot of a transparent cable texture I made and second a WC pic of the new fence texture I just finished based on slight's original.
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slightcrazed
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Re:Mapping Challenge #2
« Reply #947 on: February 17, 2004, 11:30:56 AM »
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Cool.... I am still working on the Lobby, but I hope to have pics soon... I keep finding things that need to be done. A lot of my time has been spent trying to limit r_speeds and simplify some of the brushwork.... I would really like to keep the skylight in the lobby if r_speeds allow.... I just think it looks damn cool and would really add to that room, but that means making the rest of the room as low poly as possible. I re-did the Chair and the reception desk, and made everything possible a func_wall to prevent face splitting.
More to come.
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Re:Mapping Challenge #2
« Reply #948 on: February 17, 2004, 11:49:42 AM »
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Well it's worth a try, compiling the map takes about 15 mins on my comp so it's not like it's a long slog. Btw I was looking at the skylight picture and was wondering what you did about the lobby roof outside where the skylight is. It would probably look a bit stupid from the outside as it is because you have the skylight jutting in from the wall. Also, looking at the texture it might be able to double up as a railing for the outdoor walkways...
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Re:Mapping Challenge #2
« Reply #949 on: February 17, 2004, 12:02:42 PM »
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I'll do a Screenshot from outside tonight so that you can see... I don't think it looks bad at all...
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Re:Mapping Challenge #2
« Reply #950 on: February 17, 2004, 02:34:18 PM »
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if you're gonna compile a map, add in the room i made..i wanna see it compiled too
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Re:Mapping Challenge #2
« Reply #951 on: February 17, 2004, 05:40:12 PM »
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Just an inside and outside SS so that you can get an idea of what it will (might?) look like. I personally don't think it looks bad from outside at all, although it is a bit unique. Opinions? Suggestions?
Please notice the ceiling in the inside pic.... it is the newest one to date, but can be modified or changed if you don't like it. There is also a new plant in the corner.
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Re:Mapping Challenge #2
« Reply #952 on: February 17, 2004, 05:42:16 PM »
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its somewhat empty in the middle..how hard would it be to make a simple water fountain (that might even block wpolys)?
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Re:Mapping Challenge #2
« Reply #953 on: February 17, 2004, 06:30:02 PM »
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If I can get my hands on some modelling software I could probably make a nice center piece, but I'm afraid doing something in w_poly is out of the question.
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Re:Mapping Challenge #2
« Reply #954 on: February 18, 2004, 05:46:26 AM »
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Yeah I thought that was what you would do - insetting the roof. Looks quite nice but I'm still not convinced it will be viable from an r_speeds point of view. Still, nothing to do except try it out The ceiling texture looks ok (hard to tell when it's not properly lit) but is it a new version or is the same large texture that's been multipled down in game?
As for breaking up the 'openness' of the lobby you could always put in a very basic couch and coffee table as a sort of waiting area. A fountain is way too extravagant and would definitely not block VIS.
I've just about done all the wood textures we need, including doors, doorframes etc.
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Re:Mapping Challenge #2
« Reply #955 on: February 18, 2004, 07:16:14 AM »
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I was actually thinking of doing a statue or centerpiece that looked like the CSR phoenix that is the logo we are using... I could do it easily enough as a model, but again, I am minus modeling software. I'll try out some ideas as soon as I get a chance.
BTW, I also have come down with a cold, so don't expect too much in the next few days.
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Re:Mapping Challenge #2
« Reply #956 on: February 18, 2004, 10:06:01 AM »
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The only thing cooler than a Phoenix statue in the lobby would be a slide
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Re:Mapping Challenge #2
« Reply #957 on: February 18, 2004, 11:54:25 AM »
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I've now almost completely purged all HL tex from the area below - the only two remaining are the plant texture (maybe slight's new one would be suitable?) and the light texture
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Re:Mapping Challenge #2
« Reply #958 on: February 18, 2004, 02:22:10 PM »
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very nice ceiling texture. thats the first thing i noticed. i take it you've replaced all the indoor office area textures with that?
gonna trash the porter office i currently have and start all over again. if you could update the .wad file for us, that would be awesome grounded
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Re:Mapping Challenge #2
« Reply #959 on: February 18, 2004, 02:36:14 PM »
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i have to say that everything as always looks mega cool, but slighty, I'm not crazy about that railing still...is that a custom tex?
Tenshi
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Re:Mapping Challenge #2
« Reply #960 on: February 18, 2004, 02:41:40 PM »
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heh..are you talking about the ugly white thing slight has in his pictures? thats a clip entity..not the railing..the actual railing texture is underneath that
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Re:Mapping Challenge #2
« Reply #961 on: February 18, 2004, 03:58:35 PM »
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Deuce is half right - it's a clip brush We do have some semblance of aesthetic appreciation Tenshi!
I'll upload the latest wad right now. The other office areas in the map have mostly the same textures except for the wall - this is the only area of the map with the blue/yellow wall.
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slightcrazed
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Re:Mapping Challenge #2
« Reply #962 on: February 18, 2004, 04:02:48 PM »
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Correct... the pic I posted on page 64 is development, and is not rendered with lighting or effects. Grounded's pic at the bottom is an ingame screenshot.
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Re:Mapping Challenge #2
« Reply #963 on: February 18, 2004, 04:36:26 PM »
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slight - I've updated the wad file on the ftp space
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Re:Mapping Challenge #2
« Reply #964 on: February 18, 2004, 04:47:52 PM »
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just to let you know slight, i'm making a sofa prefab..i'll send it to ya once its done (and grounded approved)
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Re:Mapping Challenge #2
« Reply #965 on: February 18, 2004, 07:19:54 PM »
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finished the sofa prefab..it involved me standing on a chair and taking a picture of my sofa to get the texture..
the sacrifices i make for the better of the project..i could have tripped and died!
nonetheless..the zip prefab is in the cs_reloaded folder..use it up!
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Re:Mapping Challenge #2
« Reply #966 on: February 19, 2004, 07:07:23 AM »
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While I appreciate the effort (and the risks) taken to get the texture, I was kind of looking for something more 'executive' in style. I was gonna try and do something flashy with transparent bits all over the place but then...I didn't.
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Re:Mapping Challenge #2
« Reply #967 on: February 19, 2004, 07:18:50 AM »
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always needing to show me up..bah..
anyway..if you have the time, could do post either the .map of your current version or the sofa and plant prefab so i can do up rib's office?
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Re:Mapping Challenge #2
« Reply #968 on: February 19, 2004, 08:05:19 AM »
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I like both couches....but I do think grounded's would fit in better in a corporate type environment. Any chance you can make the texture a little darker, grounded? just slightly, like 10% darker. It's a little light, and if we end up going with a couch I want it to stand out as much as possible.
slight
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Re:Mapping Challenge #2
« Reply #969 on: February 19, 2004, 10:08:25 AM »
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I wasn't trying to show you up at all Deuce, I just really knew what I wanted Btw when you say 'plant prefab' are you talking to me or slight because I certainly don't have one. The .map file is up - cs_reloaded_b3_29.zip. I haven't uploaded any textures for the couch but if you just use the couch shape as it is then the textures will fit automatically anyway.
slight - surely making it darker would make it stand out less? I'll do it anyway and retake the screenshot for comparison. Personally I think it looks fine - I haven't altered the colours from the original picture at all.
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Re:Mapping Challenge #2
« Reply #970 on: February 19, 2004, 10:28:05 AM »
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Well here's the 10% darker version.
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Porter
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Re:Mapping Challenge #2
« Reply #971 on: February 19, 2004, 10:43:26 AM »
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It's that time again, so here's your monthly, "YOU GUYS ROCK!"
Keep up the great work you three!
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Re:Mapping Challenge #2
« Reply #972 on: February 19, 2004, 10:54:53 AM »
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We do our best
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Deuce
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Re:Mapping Challenge #2
« Reply #973 on: February 19, 2004, 10:55:41 AM »
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you're office is done btw porter..i somewhat salvaged the ugly mac
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Re:Mapping Challenge #2
« Reply #974 on: February 19, 2004, 11:26:39 AM »
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speaking of office's being done..rib's office is now done too..its in the folder
next task?
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Re:Mapping Challenge #2
« Reply #975 on: February 19, 2004, 03:39:08 PM »
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It's basically the same as Porter's! Come on man, you can be a bit more original than that
As for other stuff to do, I can't really think of anything major right now. You could try and get some side on photos of some house plants - I've been looking online and had no luck.
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slightcrazed
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Re:Mapping Challenge #2
« Reply #976 on: February 20, 2004, 07:06:58 PM »
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OK..... couple new things.... First off, I finally have the new desk texture to show off... not sure if I like it or not, we'll see. Also, the desk and chair have been modified and are as low poly as I can get them.
Also, I tried moving the desk back to the middle of the room, where I first had it way back when, to see if it looked OK. If you guys like it, it may solve our 'what to stick in the middle of the lobby' problem. It also leaves me open to put a couch against one of the side walls as part of a waiting area... the desk being in the middle also provides more cover.
Grounded, I also uploaded the .wad with all the new textures in it. It''s called, slights_new.wad and is located in my slight/wads folder. It includes the new desk textures, the new wall texture, the new ceiling texture and the plant texture.
Also, I put lobby_b8.map and lobby_b9.map in the slight folder. b8 is with the desk on the side, and 89 is with the desk in the middle. Both have the new skylight, which you can test compile, if you like. YOu may have to screw with the lighting, as I have not done any, and I removed 2 of the ceiling light fixtures to save polys and to unclutter the ceiling.
Please ignore the fact that the monitor and keyboard in the pics are covered with quarks 'null' texture. I just didn't have the wads loaded when I took the shots.
slight
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Re:Mapping Challenge #2
« Reply #977 on: February 20, 2004, 07:10:02 PM »
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the last picture really makes me think that the desk should be in the middle..that really does make the room look smaller and less bare
also, is that potted plant in the corner your own plant texture? i was gonna try to make one, but if you already did you just saved me an annoying task
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Re:Mapping Challenge #2
« Reply #978 on: February 21, 2004, 04:59:05 AM »
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Desk in middle looks good to me. The only problem I have with it is the huge solid part - what exactly is that? When it's not connected to the wall it just seems sort of weird.
Deuce - don't give up on making a plant texture. That one is good but I don't think it's suitable for the third floor - something shorter and bushier is more what I had in mind. Of course if it was annoying you then don't bother
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Re:Mapping Challenge #2
« Reply #979 on: February 21, 2004, 07:57:00 AM »
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Some screens of the lobby. I've tweaked the brightness and contrast of these quite a bit because there's barely any lighting at the moment.
The skylight doesn't seem to damage r_speeds outdoors too badly. The highest it goes is ~1100 right in a corner, but if we manage to shave off a few polys here and there outside then it shouldn't be an issue. gj slight
There is one problem, not sure if it's apparent from the screens - basically the transparent tex look a little dodgy in game because they've been scaled down. I really think we need to replace them with unscaled versions.
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Re:Mapping Challenge #2
« Reply #980 on: February 21, 2004, 08:12:35 AM »
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i'd just like to mention that steam sucks monkey balls
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Re:Mapping Challenge #2
« Reply #981 on: February 21, 2004, 08:50:30 AM »
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I'll work on the new railing texture as soon as I have a little time....
BTW, why did you get rid of the sconces on the wall by the enterence? I feel that there needs to be some lighting there, if not on the wall, then maybe on the floor aiming up at the 2 plants.
Just a thought... I liked what you did with incorporating the office wall texture in the room too, I hadn't thought of that, and it did seem that the lobby wall texture was overused.
slight
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Re:Mapping Challenge #2
« Reply #982 on: February 21, 2004, 08:55:55 AM »
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I couldn't stand the black any more so I deleted them (all but one that I missed!) in a fit of rage I'll come up with something to replace them.
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Re:Mapping Challenge #2
« Reply #983 on: February 21, 2004, 09:34:38 AM »
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Wow, those shots look gorgeous slight!
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Re:Mapping Challenge #2
« Reply #984 on: February 21, 2004, 02:44:34 PM »
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The latest bsp has been uploaded to the ftp space. It has some errors - for some reason slight's van at T spawn has gone all deformed again
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Re:Mapping Challenge #2
« Reply #985 on: February 21, 2004, 04:16:07 PM »
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the map keeps getting better each time i play it. good work guys!
a texture problem i did see though is the gate texture. you can see blue
i'm gonna start working on the lab taxtures you need. i'll also do the fork lift textures too if you want (though thats your building..you can have first picks )
when are you gonna do the simple task of putting in my cardboard boxes!!!???!!!
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Re:Mapping Challenge #2
« Reply #986 on: February 21, 2004, 04:25:33 PM »
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Maybe when I've finished doing the myriad other simple tasks. Man, I'm becoming the mapping equivalent of Porter...
I already noticed the dodgy fence texture btw. And don't do anything about the forklift yet - it might end up changing shape.
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Re:Mapping Challenge #2
« Reply #987 on: February 22, 2004, 06:06:15 AM »
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wow, yeah, I like the desk in the middle, idea, and that office lobby looks splendid. Just becareful ya don't "wash out" that ceiling with those "upside down" lights.
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Re:Mapping Challenge #2
« Reply #988 on: February 22, 2004, 08:48:46 AM »
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The reason the ceiling looks 'washed out' by the lights is because I ramped up the contrast - there were few lights in the room when I compiled it and it was the pic was too dark to post as it stood.
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Re:Mapping Challenge #2
« Reply #989 on: February 22, 2004, 10:29:30 AM »
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i have a few of the lab textures done. i'll have the rest by tomorrow..maybe
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Re:Mapping Challenge #2
« Reply #990 on: February 22, 2004, 11:56:22 AM »
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Some more things got done today. First, I went through all the textures we are currently using and found tons of unneccesary HL ones still in the map (i.e. on non-visible surfaces). They've all been replaced, which shaved a nice chunk off the bsp size Next I added lights for the lobby but then ingeniously forgot to modify the .rad file accordingly... Then I tweaked Deuce's cardboard box tex, added them to the wad and set about redoing the shipping room floor. The progress so far can be seen below, along with the new tex I made to go with it.
Note: There is an obvious error in this pic - one of the shelves isn't rendering as transparent. Shouldn't be a problem to fix (so don't mention it Deuce!).
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Re:Mapping Challenge #2
« Reply #991 on: February 22, 2004, 12:06:32 PM »
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one of the shelves isnt transparent. you should fix that grounded
nice to see the green metal walls back in there. i should probably take new screenshots of the room now so i can replace them on the monitors
i should also mention that you will probably need to move those three tables next to each other a little bit away from the stairs..looks like a tight fit for the hosties to get through
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Re:Mapping Challenge #2
« Reply #992 on: February 22, 2004, 02:05:28 PM »
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This isn't a final layout - I just wanted to show roughly what I had in mind. Everything can be tweaked after we've playtested it.
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Deuce
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Re:Mapping Challenge #2
« Reply #993 on: February 22, 2004, 02:21:56 PM »
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since you've been updating, i thought i would too
about half way done..gotta find a good floor texture to fool around with
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Grounded
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Re:Mapping Challenge #2
« Reply #994 on: February 22, 2004, 02:52:47 PM »
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Nice, but I think the wall should be plainer and much more obviously metallic
"gotta find a good floor texture to fool around with"
Just to be clear - you haven't made any of your tex so far by modifying HL ones have you?
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Deuce
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Re:Mapping Challenge #2
« Reply #995 on: February 22, 2004, 03:08:18 PM »
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there you go not using quotes again. geesh..
by finding a good texture i mean searching the internet, and as a final resort, getting out my camera
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Grounded
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Re:Mapping Challenge #2
« Reply #996 on: February 22, 2004, 04:35:06 PM »
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Ah ok.
I used quotes because I pushed 'reply' instead of 'quote' and couldn't be bothered going back
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Deuce
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Re:Mapping Challenge #2
« Reply #997 on: February 22, 2004, 04:48:21 PM »
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Nice, but I think the wall should be plainer and much more obviously metallic |
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make the walls more metallic?
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Guardian_Tenshi
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Re:Mapping Challenge #2
« Reply #998 on: February 23, 2004, 01:46:56 AM »
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i don't understand what that is supposed to be in the lab...i work in a profession lab, we have no such device, we don't have anything like that on campus either...if you need some lab pics, to pattern things off of, let me know.
Tenshi
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Re:Mapping Challenge #2
« Reply #999 on: February 23, 2004, 05:14:43 AM »
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It's supposed to be a clean room and those things are (basic) robot arms. To be honest, since we don't really have a clue what it's supposed to look like, I'm starting to think we should get rid of it, as slight suggested. Question is, what should go in instead?
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