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CSReloaded Forums  |  General Category  |  Mapper's Delight (Moderators: slightcrazed, Grounded)  |  Topic: Mapping Challenge #2
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slightcrazed
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Re:Mapping Challenge #2
« Reply #1000 on: February 23, 2004, 07:37:49 AM »
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Couple of options... we could make more offices to go there, we could make it into another storage area, bathrooms, a conference room, or we could even wall the thing up and not have anything there.

The only reason why I suggested removing it was because I don't think that it will ever pass as what we want it to be. I mean, what DOES a clean room look like, anyway.

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Re:Mapping Challenge #2
« Reply #1001 on: February 23, 2004, 08:00:45 AM »
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i'm gonna have to support the wall it up option. its not really used much as it is.

in replace you can add in fake doors..good excuse to get more easter eggs in there
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Re:Mapping Challenge #2
« Reply #1002 on: February 23, 2004, 08:01:08 AM »
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dammit slight! i wanted the 1000th post!!
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Re:Mapping Challenge #2
« Reply #1003 on: February 23, 2004, 08:28:38 AM »
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1000 posts = legend

Back to business: The only clean room I've ever seen looked pretty normal, but then it was a clean room in a uni and as such didn't contain a manufacturing line with robots etc. Since we don't know what we're doing on that count, I think we should go for one of the original ideas that got dropped along the way - a break room, with perhaps an adjoining conference room or office. I know it doesn't get used much in terms of gameplay but I don't like the idea of completely walling it up - we need some character!
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Re:Mapping Challenge #2
« Reply #1004 on: February 23, 2004, 09:04:54 AM »
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yeah a breakroom would be cool so I can go there have a shmoke and a pancake and camp. 
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Re:Mapping Challenge #2
« Reply #1005 on: February 23, 2004, 10:01:53 AM »
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want me to start working on that then grounded? i already have a few ideas for a conference room..and i can make a break room too
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Re:Mapping Challenge #2
« Reply #1006 on: February 23, 2004, 10:17:11 AM »
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I have a water fountain prefab that I did (the silver ones that stick out of the wall) and a water cooler (with the big blue bottle on top) that we could probably use in the break room.

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Re:Mapping Challenge #2
« Reply #1007 on: February 23, 2004, 10:54:01 AM »
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Yeah go for it - just make sure it fits inside the existing space. slight - I want that water cooler for out in the hall to break it up a little bit, please
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Re:Mapping Challenge #2
« Reply #1008 on: February 23, 2004, 11:16:02 AM »
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You'll have it as soon as I get home and have time to upload it to the FTP server.

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Re:Mapping Challenge #2
« Reply #1009 on: February 23, 2004, 11:54:16 AM »
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Re:Mapping Challenge #2
« Reply #1010 on: February 24, 2004, 07:41:57 AM »
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conference room is almost done. i got sidetracked last night with making a sig.. i'll finish it up and upload it by noon
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Re:Mapping Challenge #2
« Reply #1011 on: February 24, 2004, 08:07:45 AM »
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Okay. I got a big scare this morning - when I loaded the map and clicked 'Camera->Textured View' I kept getting 'error in WC.exe'! Turns out WC was complaining because I'd added an extra texture to the cs_reloaded wad. Not sure why, to be honest but it's fixed now. I'm adding all new textures to a separate wad file, just to be safe Once I got it working I started doing more 'texture weeding' i.e. reducing the number of textures actually being used in the map. 'tis boring.
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Re:Mapping Challenge #2
« Reply #1012 on: February 24, 2004, 08:42:02 AM »
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OK, so I didn't have a chance to upload it yesterday.... I'll get to it tonight, promise.

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Re:Mapping Challenge #2
« Reply #1013 on: February 24, 2004, 10:19:56 AM »
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conference room/break room done.

feel free to change anything if needed grounded. i would like to see what it looks like compiled once you are done 
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Re:Mapping Challenge #2
« Reply #1014 on: February 24, 2004, 10:24:06 AM »
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*COUGH, COUGH*

Screenshots?

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Re:Mapping Challenge #2
« Reply #1015 on: February 24, 2004, 10:45:20 AM »
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http://collective.valve-erc.com/index.php?doc=1076548934-94242500

Any interest guys? It would mean more work, but the extra detail might be a nice touch.....

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Re:Mapping Challenge #2
« Reply #1016 on: February 24, 2004, 10:57:31 AM »
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Quote from: Grounded on February 24, 2004, 08:07:45 AM
Okay. I got a big scare this morning - when I loaded the map and clicked 'Camera->Textured View' I kept getting 'error in WC.exe'! Turns out WC was complaining because I'd added an extra texture to the cs_reloaded wad. Not sure why, to be honest but it's fixed now. I'm adding all new textures to a separate wad file, just to be safe Once I got it working I started doing more 'texture weeding' i.e. reducing the number of textures actually being used in the map. 'tis boring.

Might be a good time to take everything cs_reloaded related you have and put it in a zip file. Tuck that away on Slight's ftp server or burn it to a CD. That goes for all three of you! You just never know when something REALLY bad will happen, and small "innocent" problems like Grounded's have always foreshadowed greater tragedy to come for me. Take the ten minutes to make a copy of EVERYTHING you've got and put it somewhere safe, please? For me?
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Re:Mapping Challenge #2
« Reply #1017 on: February 24, 2004, 11:07:15 AM »
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I will take a backup of the entire FTP server tonight.... so that should include quite a bit. Between the 3 of us and the FTP server I think we have multiple backups of just about everything that we have worked on....

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Re:Mapping Challenge #2
« Reply #1018 on: February 24, 2004, 11:14:35 AM »
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...wouldn't hurt if all of you made a special "extra" one.
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Re:Mapping Challenge #2
« Reply #1019 on: February 24, 2004, 11:38:58 AM »
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Quote from: slightcrazed on February 24, 2004, 10:24:06 AM
*COUGH, COUGH*

Screenshots?

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Re:Mapping Challenge #2
« Reply #1020 on: February 24, 2004, 12:42:31 PM »
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Quote from: slightcrazed on February 24, 2004, 10:45:20 AM
http://collective.valve-erc.com/index.php?doc=1076548934-94242500

Any interest guys? It would mean more work, but the extra detail might be a nice touch.....

slight

Funny I was looking at that today too Don't think it's worth the effort though.

In the spirit of backing things up, I've just uploaded the latest .map file which, although incomplete, is the newest version I have at the moment. I'll upload the latest wad updates too but that will take a bit longer.

I've done the projector switching thing except there is one problem with it as it is - the lightbeam is solid! I'm convinced there is a way around this so bear with me This is what the switch looks like anyway:





Ignore the fact that the projector is floating
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Re:Mapping Challenge #2
« Reply #1021 on: February 24, 2004, 12:47:24 PM »
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That graph is awesome! Nice touch!
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Re:Mapping Challenge #2
« Reply #1022 on: February 24, 2004, 01:41:04 PM »
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Quote from: Grounded on February 24, 2004, 12:42:31 PM
Quote from: slightcrazed on February 24, 2004, 10:45:20 AM
http://collective.valve-erc.com/index.php?doc=1076548934-94242500

Any interest guys? It would mean more work, but the extra detail might be a nice touch.....

slight

Funny I was looking at that today too Don't think it's worth the effort though.

I kind of feel the same way, but maybe as a final touch we can play around with it.

Quote:
I've done the projector switching thing except there is one problem with it as it is - the lightbeam is solid! I'm convinced there is a way around this so bear with me This is what the switch looks like anyway:





Ignore the fact that the projector is floating

Please explain what you mean by 'the lightbeam is solid', I don't see anything wrong in the pic?
On a related note, wouldn't it be funny if every time you shot the projector it switched to a different chart?

.....it can be done, it would just be Multi Manager hell.

On an unrelated note, I am going to make a quick change to the drinking fountain prefab that I made to make it more realistic, but at the same time, should I make it useable, with a stream of water that shoots up when you bump into it?

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Re:Mapping Challenge #2
« Reply #1023 on: February 24, 2004, 02:14:39 PM »
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Quote from: slightcrazed on February 24, 2004, 01:41:04 PM
Please explain what you mean by 'the lightbeam is solid', I don't see anything wrong in the pic?
On a related note, wouldn't it be funny if every time you shot the projector it switched to a different chart?

It's solid - you can stand on top of it! I think it'll be pretty nifty as it is (considering the minimal effort it took) just as long as I can get the beam to be non-solid.

Do whatever you want with the fountain
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Re:Mapping Challenge #2
« Reply #1024 on: February 24, 2004, 02:52:01 PM »
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Needs to be a func_illusionary...

problem solved.

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Re:Mapping Challenge #2
« Reply #1025 on: February 24, 2004, 04:04:21 PM »
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Do you take me for a fool sir?! func_illusionaries can't be toggled on and off and they have no 'start invisible' tag which is necessary for what we want.
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Re:Mapping Challenge #2
« Reply #1026 on: February 24, 2004, 04:56:47 PM »
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its always fun sending stuff to grounded and seeing him change everything you made..my wall texture i spent a good half hour on is gone 
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Re:Mapping Challenge #2
« Reply #1027 on: February 24, 2004, 05:23:48 PM »
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Quote from: Grounded on February 24, 2004, 04:04:21 PM
Do you take me for a fool sir?! func_illusionaries can't be toggled on and off and they have no 'start invisible' tag which is necessary for what we want.

No.....but you CAN fake them to turn on and off by using a func_render. To make it invisible just set the amount to 0, and it won't show up at all.... then, when you want it to 'turn on', have whatever trigger you're using fire the func_render, which in turns changes the amount of the func_illusionary from 0 to 80 (or whatever value you want).

Cool?
Cool.

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Re:Mapping Challenge #2
« Reply #1028 on: February 24, 2004, 07:11:33 PM »
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This is the less detailed version of the fountain (the only difference being that I did not make the water spout into a brush, I just used a texture to achieve a similar effect). It looks OK, and is real low poly, but I can do one with a water spout if you would like.



The wad is in my wads folder called fountain.wad, and the prefab is in my prefabs folder called water_fountain.map.

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Re:Mapping Challenge #2
« Reply #1029 on: February 24, 2004, 07:22:34 PM »
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double post!!

adding a simple sprout will add what..6 polys if you make it a func_wall?
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Re:Mapping Challenge #2
« Reply #1030 on: February 25, 2004, 11:30:41 AM »
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About that.... If I made the sprout into a brush then I would probably also make the basin into a brush, and make the fountain useable...... total you are looking at about 40 or 50 w_poly for the whole thing....

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Re:Mapping Challenge #2
« Reply #1031 on: February 25, 2004, 01:37:00 PM »
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40 wpoly? I'd say you do it for half that, depending on how you do the water.

Deuce - the reason I didn't put your wall texture in was because I've been on a texture-space saving bender the last couple of days. Since that room is no longer a lab it doesn't need a custom wall texture. Like I said before, save up all these surplus textures - one day you'll need them! The reason I change a lot of things is for continuity in the style/brushwork. It will make for a more cohesive map in the end That and I want IT ALL TO MYSELF! *EVIL LAUGH*

I seem to be doing a lot of evil laughs these days...
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Re:Mapping Challenge #2
« Reply #1032 on: February 25, 2004, 03:56:59 PM »
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I just did another compile and I've changed the stairs so that they're much easier for the hossies to climb
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Re:Mapping Challenge #2
« Reply #1033 on: February 25, 2004, 04:20:24 PM »
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Quote from: Grounded on February 25, 2004, 03:56:59 PM
I just did another compile and I've changed the stairs so that they're much easier for the hossies to climb

Yay! That should change the gameplay a good deal-- now that the CTs have an unexposed route to take with them.
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Re:Mapping Challenge #2
« Reply #1034 on: February 25, 2004, 07:35:53 PM »
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New fountain is up.....



ignore those pink things (trigger entities)....

Now.... Grounded.....it has been a LONG FRICKIN TIME since I have had to do anything with entities, and I did all of this by memory, so if it don't work, tough titties and fix it yer self.   I left it set up with a Multi_manager in the hopes that you will incorporate a ambient_generic with a water sound (I think there is one in the half_life pak) so that triggering the fountain will cause the water to turn on AND a water sound to be heard....

Now... if you want to get REALLY tricky then you could name each of the func_wall _toggles that make up the water a different name, and activate them with the multi_manager a quarter second apart, so that it looks like the water is actually spraying out of the spout instead of just turing on and off... it's up to you. I am also not sure if the water also needs to be turned OFF again after it is turned ON..... maybe you could help with that as well... I remember the concepts behind alot of the entities.... but not how to implement all of them. I'm sure you can figure out what I am getting at, and get the thing to work like it should.... I have faith in you, master grounded.

Wad is still called fountain.wad, and prefab is fountain.map...

I think............

Oh, and by the way, I don't know how to check for bad brushes in QuArk, so the whole thing might turn out to be junk......

You have been warned.

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Re:Mapping Challenge #2
« Reply #1035 on: February 26, 2004, 03:18:32 AM »
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Since I'm now trying to get a playable version done by Sunday, I'm just going to put it in as simply as I can. We can make things like this and the projector a bit fancier for the final.
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Re:Mapping Challenge #2
« Reply #1036 on: February 26, 2004, 06:21:43 AM »
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Agreed. Will you be able to get it done by saturday so we can give them enough time on sunday to download it?
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Re:Mapping Challenge #2
« Reply #1037 on: February 26, 2004, 07:28:02 AM »
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If you need any help Grounded, let me know.... I don't want to throw the WHOLE thing on you....

But I am really looking forward to B3!!!!

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Re:Mapping Challenge #2
« Reply #1038 on: February 26, 2004, 07:48:00 AM »
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Suddenly having a deadline sucks, doesn't it?
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Re:Mapping Challenge #2
« Reply #1039 on: February 26, 2004, 10:15:27 AM »
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Some things you can do:

1) Get the hossies and run around the map looking for places they get caught/have trouble.
2) Make textures. We need:
Exterior - we need to replace the gantry tex so that's a transparent rail and a transparent grid. Interior of my CT spawn needs tex for the fuse box thingy, the lift and its control panels. slight needs to make his restroom door textures and hangings/paintings if he wants them in, although that's not a priority. A custom texture for the skylight could also be done with.
Replacements for the big and small fifties light textures are also needed.

Take your pick basically

And yes, before you say anything, that does leave me with stuff to do!

slight - do you have a finished water cooler or did it get abandonned along the way?
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Re:Mapping Challenge #2
« Reply #1040 on: February 26, 2004, 10:16:23 AM »
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Also: a note on making textures. Please try and make textures the same dimensions as the ones they are replacing otherwise it will require significantly more work to replace them in WC. Thank you
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Re:Mapping Challenge #2
« Reply #1041 on: February 26, 2004, 10:27:32 AM »
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Roger that..... will do.

I have a water cooler, but I was not happy with the texture so I never sent it to you. I can give it another go if you want.

I will bang out a couple of paintings, and maybe the light replacements tonight, if I can. I will also try to do the restroom door textures.

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Re:Mapping Challenge #2
« Reply #1042 on: February 26, 2004, 12:14:58 PM »
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can i start on the hostie skins? i wanna either learn how to make them, or find someone who does.

much for fun for me than making a crate texture
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Re:Mapping Challenge #2
« Reply #1043 on: February 26, 2004, 12:23:51 PM »
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Just go DL HLmodelviewer, it will let you change existing skins....



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Re:Mapping Challenge #2
« Reply #1044 on: February 26, 2004, 02:45:55 PM »
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http://www.swissquake.ch/chumbalum-soft/files/hlmv125.zip
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Re:Mapping Challenge #2
« Reply #1045 on: February 26, 2004, 02:49:58 PM »
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Quote from: Deuce on February 26, 2004, 12:14:58 PM
can i start on the hostie skins? i wanna either learn how to make them, or find someone who does.

much for fun for me than making a crate texture

Are you gonna make them look like Porter and Ribs?

Hmm.... no wait scratch that everyone will just shoot them if you do that. 

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Re:Mapping Challenge #2
« Reply #1046 on: February 26, 2004, 03:17:03 PM »
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Just ran another test - lots of changes, still some problems! This time the hossies were a bit reluctant to climb the first set of stairs but had no problem with the second set - I have another idea on how to fix it so I'll give that a go now. The van has also reverted to a weird deformed state so I'll have to give it another shot too *sigh*

For this version I don't think I'm going to make much effort to reduce the r_speeds at the two trouble areas - they shouldn't affect performance too much anyway.
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Re:Mapping Challenge #2
« Reply #1047 on: February 26, 2004, 04:41:22 PM »
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heh. this is fun
 hehehehe.jpg
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Re:Mapping Challenge #2
« Reply #1048 on: February 26, 2004, 04:55:59 PM »
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Hey, that receding hairline looks familiar!
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Re:Mapping Challenge #2
« Reply #1049 on: February 26, 2004, 05:29:28 PM »
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Nice

I just ran (yet) another test - slight's frickin' van thing is driving me insane! It won't just be normal dammit...

Hossies still refusing to climb stairs in an orderly fashion. Witless freaks...

Still, everything else looks pretty good
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Re:Mapping Challenge #2
« Reply #1050 on: February 26, 2004, 05:38:26 PM »
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Grounded, have you tried the van NOT at an angle? Sometimes taking a brush that has been carved and rotating it can cause undesireable effects.

If you want, I can try a compile on my machine.... just make sure to give me the .wad, the lights.rad file, and any extra settings that you use.

Also, you could try editing the coordinates of the van by hand, to make sure that they are correct in the .map file.... some things get 'lost in translation' (from .rmf to .map)

slight
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Re:Mapping Challenge #2
« Reply #1051 on: February 26, 2004, 08:17:43 PM »
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OK... some new Textures, as you wanted.



It's in my wads folder, called stuff.wad.

BTW, the railing texture is exactly twice the size of the existing half_life texture. So either use it as is, or set the scale to 50% of what it is now. I would set the scale to 50%, myself. I had to go bigger, because 48x32 is just not enough room to get any sort of detail.

slight
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Re:Mapping Challenge #2
« Reply #1052 on: February 27, 2004, 02:22:59 AM »
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ok, now that's just kewl, the hostie looks surprisingly cool.  You should do a bigger CSR symbol on the back of his shirt though...at least, i think it would look really cool, more noticable.  Even if it doesn't work out, the ones you go there look pimp.

Tenshi
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Re:Mapping Challenge #2
« Reply #1053 on: February 27, 2004, 03:55:22 AM »
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Why would you need detail on a skylight texture? Honestly slight you're even more of a perfectionist than me... Just look at the HL tex I'm using - they're fine for what they are and that's background detail.

As for the van - why did you use carve? 'tis an evil thing. Vertex manip is the way to go for stuff like that. I'll make a new van brush from scratch to the same size, without using carve, and see if that works. It shouldn't be too hard since the van is low poly.
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Re:Mapping Challenge #2
« Reply #1054 on: February 27, 2004, 07:25:17 AM »
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Quote from: Grounded on February 27, 2004, 03:55:22 AM
Why would you need detail on a skylight texture? Honestly slight you're even more of a perfectionist than me... Just look at the HL tex I'm using - they're fine for what they are and that's background detail.

Well, shink it down if you must.... but I just like as much detail in ALL my textures as I can get. Be happy the paintings are 128x96..... I could have gone 256x256.

Quote:
As for the van - why did you use carve? 'tis an evil thing. Vertex manip is the way to go for stuff like that. I'll make a new van brush from scratch to the same size, without using carve, and see if that works. It shouldn't be too hard since the van is low poly.

Ahhh, but 'carve' is a Worldcraft term..... I only used it because I knew you would be familiar with it... by 'carve' I meant a brush that has been altered. I actually used vertex maniputaltion to make the brush, but I was too lazy to type vertex manipulation.

slight
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Re:Mapping Challenge #2
« Reply #1055 on: February 27, 2004, 08:35:10 AM »
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i gotta work more on the faces..but their outfits are pretty simple.. their employees..nothing special

i can try making a suit coat on one of them maybe..
 hostie2.jpg
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Re:Mapping Challenge #2
« Reply #1056 on: February 27, 2004, 08:46:53 AM »
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I personally would make one of them with a CSR tie on.

slight
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Re:Mapping Challenge #2
« Reply #1057 on: February 27, 2004, 09:57:07 AM »
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Quote from: slightcrazed on February 27, 2004, 08:46:53 AM
I personally would make one of them with a CSR tie on.

slight

CSR tie? please explain, and i'll put it on the first one 
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Re:Mapping Challenge #2
« Reply #1058 on: February 27, 2004, 10:02:19 AM »
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Make a neck-tie.... black, with the CSR logo in white on it... apply said neck-tie to hostage.

slight
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Re:Mapping Challenge #2
« Reply #1059 on: February 27, 2004, 01:33:20 PM »
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current status grounded? will b3 be done by saturday?
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Re:Mapping Challenge #2
« Reply #1060 on: February 27, 2004, 03:49:42 PM »
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grounded, look for the csrhostage.zip file and try it out..wanna see how they look
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Re:Mapping Challenge #2
« Reply #1061 on: February 27, 2004, 03:54:36 PM »
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Hopefully. Right now the only fundamental flaw is the hossies not climbing stairs but if it comes down to the wire then I'll replace those stairs with ramps just for the playtest.

Some comments on slights new tex:

Restroom doors - the idea was good but I don't think the CS logo looks right. So far all the 'neat' little personalisations we've done have been subtle i.e. you might not notice them if you didn't look closely and they blend with the style of the map. The question is, if someone looked at the door would they know it was supposed to be a restroom? Man, I'm beginning to sound frighteningly pedantic...

Paintings - Number 3 is perfect: you might not realise it's from a screenshot unless you looked closely. Number 1 is pretty funny but it's been used in a map before (can't remember which one). Number 2 looks too much like a photograph (I know it is a photograph) - is that the one you said to Porter you'd put in somewhere? It has some sort of special significance?

I hate being nitpicky - I just want to make everything look as 'right' as possible. Feel free to slap me if you think I need it

On the testing front I just ran another new compile and the hossies still aren't working. Tomorrow is another day though On the plus side, my redone version of slight's van works and a few other fixes have come through. It's starting to zero in now
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Re:Mapping Challenge #2
« Reply #1062 on: February 27, 2004, 03:59:51 PM »
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I can do a quick go with basic male-female bathroom doors if you want.

Paintin 1 yuo can chuck if you want.... painting 2 does have signifigance, so please keep it, I can adjust it some to look like it was painted, but I think that's something left for final.

slight

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Re:Mapping Challenge #2
« Reply #1063 on: February 28, 2004, 09:13:58 AM »
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i didnt like the faces for the old hosties..so i searched the net for new ones to fool around with. luckily, i remembered the sims game face skins are almost the same as this program. so introducing: THE HOSTAGES!!!

EdIT - oh i forgot..its called srhostages.zip..inside is what the program spit back at me when i saved 
 srhostages.jpg
« Last Edit: February 28, 2004, 09:18:35 AM by Deuce »
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Re:Mapping Challenge #2
« Reply #1064 on: February 28, 2004, 02:27:34 PM »
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...

cs_reloaded_b3.zip is on the ftpspace for you to check. It's been a struggle (and one of the stairs is now a ramp!) but I've finally done it. Lots of things have been left out (more for my sanity than anything else...) but I did make a few noticeable geometry changes which are a variation on b2 - better to test something new eh? If we want to go back to the old setup at a later date, I have two different versions.

Once you've confirmed it works, it just needs to be uploaded
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Re:Mapping Challenge #2
« Reply #1065 on: February 28, 2004, 04:10:59 PM »
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The fixed (and hopefully final) version is up
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Re:Mapping Challenge #2
« Reply #1066 on: February 28, 2004, 05:47:36 PM »
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Some inscrutable pics to frustrate you all:









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Re:Mapping Challenge #2
« Reply #1067 on: February 28, 2004, 07:04:06 PM »
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Nice work to all of you! 
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Re:Mapping Challenge #2
« Reply #1068 on: February 28, 2004, 07:04:23 PM »
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/drools profusely onto keyboard...
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Re:Mapping Challenge #2
« Reply #1069 on: February 28, 2004, 11:02:43 PM »
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things to fix for b4:

get rid of tree camping area
add lights to t spawn

my god PK whored out those trees..
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Re:Mapping Challenge #2
« Reply #1070 on: February 29, 2004, 12:24:07 AM »
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Quote from: Deuce on February 28, 2004, 11:02:43 PM
my god PK whored out those trees..

Indeed he did, but I think that you can keep the tree camping area if you put lights over it.

The stairs for the inside route from ct spawn work better with hostages, but they're still not perfect. I saw hostages fall off a few times.

The new route into the parking garge pretty much forces t's to camp spawn every round, or at least it seemed that way. Though it was probably due to the lack of people (3v3? some 4v3))

The missing texture in the catwalk by the ladder near t spawn was kinda freaky but thats no big deal.

All and all I enjoyed the map, you guys did a great job. Props to the logos on the hostages & other places and the answering machine messages.
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Re:Mapping Challenge #2
« Reply #1071 on: February 29, 2004, 05:30:16 AM »
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When did you play it?

Trees: I thought this might become one of those spots that people always fire off a few shots into because they know there's a good chance someone will be camping there...?

New route: Deuce, slight and I ran some timed tests and the Ts can easily get through the parking garage (or down the side of it) to block the CTs direct passage. It just has to be a concerted effort on the Ts part - they need to divide equally between both sides, and then if no CTs come, double back to cut off the lobby route. I think people will adjust once they know the ins and outs of the layout better.

Missing texture: I have no idea why that keeps happening - sometimes it's there, sometimes it's not. I'll replace the brush in the next version.
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Re:Mapping Challenge #2
« Reply #1072 on: February 29, 2004, 07:32:59 AM »
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Quote from: Grounded on February 29, 2004, 05:30:16 AM
When did you play it?

roughly midnight..had to test it to make sure porter uploaded the files right. and since there was already 5 other people there who had the map downloaded.. 
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Re:Mapping Challenge #2
« Reply #1073 on: March 03, 2004, 11:38:49 PM »
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have we started up on the map again? enough rest grounded?
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Re:Mapping Challenge #2
« Reply #1074 on: March 04, 2004, 05:52:07 AM »
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We? You're supposed to be making textures already!

And yes I have started again. Yesterday I began redoing the CT spawn building. Pics when I have them.
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Re:Mapping Challenge #2
« Reply #1075 on: March 04, 2004, 08:18:37 AM »
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ya ya..and i've been working on them.
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Re:Mapping Challenge #2
« Reply #1076 on: March 04, 2004, 09:38:10 AM »
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I've begun working on some custom decals as well.

Please post and let me know if there is anything that you want included. Remeber that Decals can only be one color, but that I can do things like words, cracks, dirt, mud....

slight
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Re:Mapping Challenge #2
« Reply #1077 on: March 04, 2004, 11:47:12 AM »
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You know the terrorist van near Deuce's purple pickup? You could have curved tire tracks behind it as though it had skidded into that position. Also any textures that you feel need it have a go at improving. The van and volvo textures are good but they're a little bit on the plain side compared to the likes of the hummer
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Re:Mapping Challenge #2
« Reply #1078 on: March 04, 2004, 12:20:21 PM »
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I was planning on going through some of the outdoor and vehicle textures and dirtying them up a bit...... are we still planning on going with Rain, or are we going to stick with what we have. If we are going with rain then I want to really make the textures match the conditions.

slight
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Re:Mapping Challenge #2
« Reply #1079 on: March 04, 2004, 03:46:01 PM »
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Personally, having wandered around an older version of the map with rain on, I just don't think it works. If you like I'll add it in the next compile and upload a bsp for you two to have a look at. If you both think rain adds to the map then we'll keep it. I'm definitely doing an alternate snowy version of the map but that's another thing entirely.

Feel free to forge ahead and make dirty versions of any textures you like slight. Of course, as ever, everything is subject to my all-important final approval If we do go to rain, I don't think the textures will need changing to illustrate it. The rain itself and a few puddles will be enough.
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Re:Mapping Challenge #2
« Reply #1080 on: March 04, 2004, 05:02:21 PM »
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Yeah! You tell him Grounded! You can't make mud without dirt, and there are hardly any places in the map with grass, much less dirt! Clean water only!
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Re:Mapping Challenge #2
« Reply #1081 on: March 05, 2004, 03:55:56 AM »
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I tried to compile last night and got 'HLrad has caused an error in HLrad.exe'. Brilliant.
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Re:Mapping Challenge #2
« Reply #1082 on: March 05, 2004, 06:57:25 AM »
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Don't panic - it worked today for some reason







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Re:Mapping Challenge #2
« Reply #1083 on: March 05, 2004, 07:25:02 AM »
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Quote from: Grounded on March 05, 2004, 06:57:25 AM
Don't panic - it worked today for some reason

so i can cancel my call to the police and fire departments?

i like the idea of the rope going down, but there should be something there break the fall if they fall off

as for rain, i would like to see it in game before we make a decision to keep it or not.
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Re:Mapping Challenge #2
« Reply #1084 on: March 05, 2004, 07:32:35 AM »
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Looks good.  I think one thing that is of utmost importance is making it so that the CT's can get out of spawn WITH the hosties as quickly as possible. Hopefully this addresses that.

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Re:Mapping Challenge #2
« Reply #1085 on: March 05, 2004, 07:42:10 AM »
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Quote from: slightcrazed on March 05, 2004, 07:32:35 AM
Looks good.  I think one thing that is of utmost importance is making it so that the CT's can get out of spawn WITH the hosties as quickly as possible. Hopefully this addresses that.

slight

let me edit that a bit.

I think one thing that is of utmost importance is making it so that the CT's can get out of spawn WITH the hosties AND WITHOUT losing health as quickly as possible.
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Re:Mapping Challenge #2
« Reply #1086 on: March 05, 2004, 08:30:37 AM »
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i'm too sexy for my textures, too sexy for my textures..
 catwalk.gif
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Re:Mapping Challenge #2
« Reply #1087 on: March 05, 2004, 10:20:53 AM »
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i looked at it again and decided it was too big.
 catwalk2.gif
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Re:Mapping Challenge #2
« Reply #1088 on: March 05, 2004, 10:52:27 AM »
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Things I forgot to mention:

a) There is rain is this version but I had weather effects turned off when I tested it. I'll upload the bsp for you to look at tonight.
b) This new spawn solves the 1000+ r_speed spike problem that the old one had.
c) If you spawn on the roof you can get down into the building using the stairs - no health risk. Sliding down a rope is cooler of course I'm not actually 100% I'll be able to make the ropes feasible or not. We'll see. I think the only problem with this setup would be if you had so few CTs that they *all* spawned on the roof.

Deuce - that 2nd one is good
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Re:Mapping Challenge #2
« Reply #1089 on: March 05, 2004, 02:32:19 PM »
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Added cupboard textures to the break room.

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Re:Mapping Challenge #2
« Reply #1090 on: March 05, 2004, 02:35:33 PM »
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Also I've been reading up on snow/rain and there is no way to block it so that it doesn't fall though a breakable window while the window is unbroken. So basically if we go with rain we'll have to make all the windows at CT spawn broken already and just have glass on the floor, or keep some unbroken that are simply func_walls and not func_breakables.
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Re:Mapping Challenge #2
« Reply #1091 on: March 05, 2004, 04:58:24 PM »
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NO NO NO NO NO.........Didn't anyone ever show you how to fudge things with entities? A func wall, an env_render, a MultiManager, a gib-shooter and a shootable targer will do the same affect as a func_breakable, but not allow the rain through. Now the only question is, will the rain fall through AFTER the func_wall is rendered to 0 (i.e. broken)...... expirimentation may be necessary.

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Re:Mapping Challenge #2
« Reply #1092 on: March 05, 2004, 05:09:28 PM »
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Sadly, rain falls through *all* entities, including func_walls.
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Re:Mapping Challenge #2
« Reply #1093 on: March 05, 2004, 08:08:24 PM »
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Even if there is a clip brush over it?

slight
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Re:Mapping Challenge #2
« Reply #1094 on: March 06, 2004, 06:13:59 AM »
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Well if you put a clip brush over the window then once the window was broken you could walk on thin air.

Btw slight the fountain.wad still doesn't work. Could you upload the original pics instead?
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Re:Mapping Challenge #2
« Reply #1095 on: March 06, 2004, 06:53:52 AM »
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All the pics are in slight/images/fountain

slight
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Re:Mapping Challenge #2
« Reply #1096 on: March 06, 2004, 09:17:33 AM »
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Thanks
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Re:Mapping Challenge #2
« Reply #1097 on: March 06, 2004, 10:10:31 AM »
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gantryrailing and gantryrailing top are uploaded together in a zip called gantry. till there..he's what it looks like..i think
 test.gif
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Re:Mapping Challenge #2
« Reply #1098 on: March 06, 2004, 12:06:18 PM »
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I should have mentioned earlier - the bsp with rain is up as cs_reloaded_b4_2.zip
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Re:Mapping Challenge #2
« Reply #1099 on: March 06, 2004, 03:32:56 PM »
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ok..so if you have the windows over the ct buidling smashed already..that will solve that rain problem..

and if you make it so you cant shoot the skyroof in the lobby..and add a clip there..that will solve that problem right?

oh..and i love the rain.
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Re:Mapping Challenge #2
« Reply #1100 on: March 06, 2004, 04:01:09 PM »
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Nope rain falls through clip brushes too - there is already a clip brush over the skylight and you can see the same thing happening under the gantries which are all clipped.

The more I run around with rain on the more I think it detracts from the map.
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Re:Mapping Challenge #2
« Reply #1101 on: March 06, 2004, 08:41:22 PM »
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I am inclined to think that it isn't necessary.... there is such a thing as overkill, and the map has enough eye-candy in it without adding rain on top of it.

slight
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Re:Mapping Challenge #2
« Reply #1102 on: March 06, 2004, 08:47:08 PM »
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fine. pfffft.
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Re:Mapping Challenge #2
« Reply #1103 on: March 07, 2004, 05:00:55 AM »
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If we wanted to keep the rain we'd have to completely rework the skylights on the lobby and the CT spawn - for snow it's different because we can put a thin solid covering the windows over and that will block the snow. To be honest the thing about the rain that really distracts me is the gigantic clouds of steam coming off the ground.

How about this Deuce - once we finish the map I will make two compiles: one without rain for general consumption and one with rain for your own personal use You could still play using the rain version since rain is purely entity based. At least I think that would work...slight?
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Re:Mapping Challenge #2
« Reply #1104 on: March 07, 2004, 08:28:37 AM »
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ooo, excuse me butting in here... I like rain  Can I have a rainy version too 
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Re:Mapping Challenge #2
« Reply #1105 on: March 07, 2004, 09:58:17 AM »
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Quote from: Grounded on March 07, 2004, 05:00:55 AM
How about this Deuce - once we finish the map I will make two compiles: one without rain for general consumption and one with rain for your own personal use You could still play using the rain version since rain is purely entity based. At least I think that would work...slight?

You wouldn't even need to give it to Deuce.....Entites are server based,  meaning that you could have 4 versions of cs_reloaded on the server, one with snow, one day, one night, one with rain, and the player would only need one version of the map on their computer. The only catch is that you would have to change the name of whichever version on the server that you wanted to play to match the name that is on the players harddrive, but it's concieveable that we could play a DIFFERENT version of cs_reloaded every month.

slight
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Re:Mapping Challenge #2
« Reply #1106 on: March 07, 2004, 11:23:26 AM »
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Well one with rain and without rain is conceivable but with snow you'd need changed textures and with day you'd need a different lighting regime. I'm not saying we couldn't have different versions but we can't quite go that far.

Now that I think about it, it wouldn't work the way I intended. The idea was that Deuce would be the only one seeing rain but his version would be overridden by the version on the server.

Anyway this was only an aside - we shouldn't get carried away with it!

Pics of my pet project for the day are on the way...
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Re:Mapping Challenge #2
« Reply #1107 on: March 07, 2004, 02:15:29 PM »
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Grounded is a fiend - he eats babies!

Some rather nice off topic spam merchancy from me there.

Apologies.

On a relevant note, you would be going nuts with all the textures here G.  The entire city is a CS map waiting to be made.  Guess you'll see in 3 weeks.

Adieu.
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Re:Mapping Challenge #2
« Reply #1108 on: March 07, 2004, 04:21:27 PM »
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We lost at hockey today (4-3 to freakin' Inveross twats) and both my legs are knackered but hey I still managed to make this forklift.



It's quite detailed so it might have to be dumbed down for the final, depending on speeds.
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Re:Mapping Challenge #2
« Reply #1109 on: March 07, 2004, 08:19:21 PM »
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Ooo yummy yummy, I wanna play on it 
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Re:Mapping Challenge #2
« Reply #1110 on: March 08, 2004, 05:37:41 AM »
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I don't think the cab is big enough to fit a player model
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Re:Mapping Challenge #2
« Reply #1111 on: March 08, 2004, 10:57:45 AM »
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I'll try my best, and even sacrifice getting armor and a gun if I have to, just ride around with a knife trying to chop up unsuspecting Terrorists because I'm wearing a Storage Reloaded t-shirt 
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Re:Mapping Challenge #2
« Reply #1112 on: March 08, 2004, 11:04:19 AM »
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man.. that was such a big victory on my part getting the hosties in there that i wanted.

i mean..getting something of yours in the map past grounded is challenging enough..but totally getting in something in that he doesnt like..thats like winning a war.

i like my new hosties
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Re:Mapping Challenge #2
« Reply #1113 on: March 08, 2004, 11:25:45 AM »
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Deuce wins random post of the day.
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Re:Mapping Challenge #2
« Reply #1114 on: March 08, 2004, 01:55:03 PM »
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you know..it made perfect sense when i posted it..eh.. i just cant think now why it made perfect sense.

oh well...for those 10 minutes that i knew what i was typing, i was obviously more intelligent then you.
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Re:Mapping Challenge #2
« Reply #1115 on: March 08, 2004, 05:10:08 PM »
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Obviously
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Re:Mapping Challenge #2
« Reply #1116 on: March 10, 2004, 09:09:51 AM »
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sooo...how goes the map?
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Re:Mapping Challenge #2
« Reply #1117 on: March 10, 2004, 11:51:00 AM »
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Haven't done anything since I made the forklift. And you?
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Re:Mapping Challenge #2
« Reply #1118 on: March 13, 2004, 02:32:40 PM »
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Are you two doing anything or are you "finished"? There are still textures to be done - I've been trying to scounge up some images to work with but no luck so far. Another texture that might be useful is a metallic pipe btw.
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Re:Mapping Challenge #2
« Reply #1119 on: March 13, 2004, 02:57:10 PM »
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give me a new list of things to do and i will do it.
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Re:Mapping Challenge #2
« Reply #1120 on: March 13, 2004, 03:05:11 PM »
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Quote from: Grounded on March 13, 2004, 02:32:40 PM
Are you two doing anything or are you "finished"? There are still textures to be done - I've been trying to scounge up some images to work with but no luck so far. Another texture that might be useful is a metallic pipe btw.

I have been nibbling away at dirtying up and enhancing some of the existing textures, and I have made some progress with several decals as well. The decals are slow going, and I am actually doing a whole alphabet and numerical system. I actually have an old pipe texture (I think) from back in the day.... let me see if I can find it.

slight
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Re:Mapping Challenge #2
« Reply #1121 on: March 14, 2004, 05:08:54 AM »
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Quote from: Deuce on March 13, 2004, 02:57:10 PM
give me a new list of things to do and i will do it.

Well the ones that are still required are mostly in the CT spawn (so you can see them if you run around in the last bsp). There's the fuse box type thing and parts of the lift platform and controls. You also never sent me the final version of your gantry texture. I also need another larger fuse box type thing to go up on the roof but as I said no luck in finding a useable picture anywhere. I might just try and do it from scratch.
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Re:Mapping Challenge #2
« Reply #1122 on: March 14, 2004, 07:12:56 AM »
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Done the bigger box for the roof. I went back to the easter egg thread and found the 'Alkali Powered' warning sign for a little bit of extra goodness

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Re:Mapping Challenge #2
« Reply #1123 on: March 14, 2004, 07:13:49 AM »
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Oh and another thing we need is custom light textures for inside.
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Re:Mapping Challenge #2
« Reply #1124 on: March 14, 2004, 10:18:32 AM »
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Decal wad is done. It is in my folder under /wads and is called decals.wad (duh!!!!)....you might need to rename it if you're already using the half-life decals.wad, I would think that cs_reloaded_decals.wad would be appropriate. The decals include an entire alphabet (uppercase) and numerals (0 - 9) (both in red) along with the skid marks you asked for. There are also a couple of big decals that can be used on pavement or concrete to provide some suttle 'dirtying' (hopefully). I also included 2 sets of arrow decals, big and small (one is blue and one is yellow). There is also a (really badly done) crack decal and a stain decal. I will do more if you need them but this should be enough to get you started.

Also, there are to pipe textures in my /images folder called pipe1.tga and pipe2.tga. I didn't stick them into a .wad, but I figured you knew how to do that. Hope they work for ya!

slight
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Re:Mapping Challenge #2
« Reply #1125 on: March 14, 2004, 11:05:17 AM »
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and i'm working on the fuse box for ct spawn

isnt it nice when you tell us what we need to do? 
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Re:Mapping Challenge #2
« Reply #1126 on: March 14, 2004, 12:18:08 PM »
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It is nice...if I hadn't already asked for the same stuff Some people just don't listen....

slight - good job The skid isn't quite what I meant but I'll try it out and we can always try and replace it if it doesn't look right. Btw how do you actually make them? I can't be bothered looking for a tutorial...
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Re:Mapping Challenge #2
« Reply #1127 on: March 14, 2004, 03:49:46 PM »
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Some of the updated stuff in latest compile:







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Re:Mapping Challenge #2
« Reply #1128 on: March 15, 2004, 05:33:02 PM »
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here ye go me captain..i tried using as many textures that we already had as possible (which btw, worked out well)

uploaded as fusebox.zip

oh, and i also have an "on" and "off" control panel texture..both are in the wad..including the gantry and gantry railing texture. i dont know the exact process for making those textures transparent, so you will need to do it.
 fuseeeeeeeionahahahahahaha.jpg
« Last Edit: March 15, 2004, 05:34:10 PM by Deuce »
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Re:Mapping Challenge #2
« Reply #1129 on: March 15, 2004, 05:37:22 PM »
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also..need to put this picture in the breakroom please grounded as requested by kaoz 

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Re:Mapping Challenge #2
« Reply #1130 on: March 15, 2004, 05:39:48 PM »
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Everything is great except for the way you've used my (rather weak) texture for the thing on the wall. Don't worry about it - I'll do a new one myself. And I'll find somewhere to put that Kaoz pic too
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Re:Mapping Challenge #2
« Reply #1131 on: March 15, 2004, 06:11:07 PM »
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gah..its either you yell at me about "cutting down the texture size" or "weak use of textures"

i cant win 
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Re:Mapping Challenge #2
« Reply #1132 on: March 15, 2004, 06:21:05 PM »
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Quote from: Grounded on March 14, 2004, 07:12:56 AM
Done the bigger box for the roof. I went back to the easter egg thread and found the 'Alkali Powered' warning sign for a little bit of extra goodness



W00t !!!!

I never even realised someone has gone to the trouble of doing this funky sign     

Thankyou! 
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Re:Mapping Challenge #2
« Reply #1133 on: March 16, 2004, 04:24:27 AM »
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Deuce - hey at least I didn't criticise the textures you made

Alk - Deuce made the sign ages ago when we were on an easter egg kick. Go look in the 'cs_reloaded easter eggs!!' thread, it's like on page 3 or 4 I think.
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Re:Mapping Challenge #2
« Reply #1134 on: March 16, 2004, 05:45:19 AM »
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have to say i like the look of the pics. nice work (hard as that is for me to say mr grounded  )

how many maps have made it to completion? and can i dl them anywhere so i can walk around and bask in the knowledge that i tought u everything u no!!!

[by the way watsonians beat us on sun but i think they had ringers and even then they were still pretty poor]
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Re:Mapping Challenge #2
« Reply #1135 on: March 16, 2004, 06:26:15 AM »
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Wondered when you'd show your ugly face!

So far no maps have made it to completion but there are 4 betas on the downloads page (2 mine, 2 collaborative) that you can have a gander at:

http://www.csreloaded.com/files/rescue/cs_thinktank_beta.zip
http://www.csreloaded.com/files/bomb/de_remy_b2.zip
http://www.csreloaded.com/files/rescue/cs_reloaded_b2.zip
http://www.csreloaded.com/files/rescue/cs_reloaded_b3.zip

cs_reloaded is getting close to being finished though. And then I get to sleep...

PS I kind of assumed you'd lost because I didn't get the jubliant 'we won!' phone call
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Re:Mapping Challenge #2
« Reply #1136 on: March 16, 2004, 07:28:56 AM »
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i shall hav a look - they best be up to my high standards!!

i thought u wood just presume we lost cos u weren't playing! 

mind u it didnt help with u and 4or5 others all making lame excuses.

u just cant get the players anymore
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Re:Mapping Challenge #2
« Reply #1137 on: March 16, 2004, 07:41:40 AM »
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what are you doing grounded? hiring people to praise your work? first this "joey" person..and now "PanchoDaz"?

if you really needed the attention grounded..you could have just told us 
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« Reply #1138 on: March 16, 2004, 07:51:29 AM »
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i know its terrible u shood see the money he threw my way, all the bribes and threats - there was no way i cood say no!

i loathe myself for being manipulated in such a way 
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Re:Mapping Challenge #2
« Reply #1139 on: March 16, 2004, 08:20:33 AM »
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It's funny how the grammar and spelling of some well-educated people goes right out the window whenever they sit down at a keyboard isn't it?

Anyway, joey is my misguided next door neighbour and PanchoDaz is this lunatic who's been following me around since high school because he really wants to be me. It's all quite sad really (although he does get some props for the classic Fifa 96 reference ).
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Re:Mapping Challenge #2
« Reply #1140 on: March 16, 2004, 08:31:05 AM »
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i did wonder if u wood get the reference to fifa or not!!
well done i award you - hmmmm i wish i had something insignificant i cood give u, but all my possetions are far to good for u!!

btw i think u r slightly misguided as i believe that u have been trying to be me since about primary school!!!! oh how ur little mind confuses truth and reality poor poor misguided mouse!

[i was looking for a final word to end that insult and suddenly i was hit by a blast from the past  ]
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Re:Mapping Challenge #2
« Reply #1141 on: March 16, 2004, 09:04:17 AM »
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All U BASE R BELONG TO PANCHODAZ!!!


slight
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Re:Mapping Challenge #2
« Reply #1142 on: March 16, 2004, 09:29:30 AM »
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Leave it to slight to be the mature one
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Re:Mapping Challenge #2
« Reply #1143 on: March 16, 2004, 09:31:28 AM »
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im sorry slight i dont understand?! 
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Re:Mapping Challenge #2
« Reply #1144 on: March 16, 2004, 09:57:23 AM »
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http://www.planettribes.com/allyourbase/index.shtml
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Re:Mapping Challenge #2
« Reply #1145 on: March 16, 2004, 10:38:30 AM »
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slight i have to say i dont think i like you very much 

in one short post u have managed to confuse me and to make things worse grounded understood and now feels he is in some way superior to me.  not another thing to add to the list of things il have to put up with wen i next see him again.

do u people not realise wat sort of a person grounded is in real life??  he makes my life hell - hell i tell u!! 

and by the way his web link caused my i-explorer to crash so im afraid ur post still has me confused!!

care to explain??
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Re:Mapping Challenge #2
« Reply #1146 on: March 16, 2004, 10:42:07 AM »
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The saying comes from a old video game from back in the early 80's. The game was originally released in Japan, but was later brought to the united states. They apparently had a 5th grader with a Japaneese to English dictionary to the translation, because in one scene the evil villian in the game is shown as saying "All your base are belong to us".

How bout this.... DL FireFox, THEN click on the link.

slight
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Re:Mapping Challenge #2
« Reply #1147 on: March 16, 2004, 10:56:45 AM »
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In AD 2101 war was beginning.

Captain: What happen?

Mechanic: Somebody set us up the bomb.

Operator: We get signal.

Captain: What!

Operator: Main Screen turn on.

Captain: It's You!!

Cats: How are you Gentleman!!

Cats: All your base are belong to us.

Cats: You are on the way to destruction.

Captain: What you say!!

Cats: You have no chance to survive make your time.

Cats: Ha Ha Ha Ha ....

http://www.classicart.biz/733t/stuff/ayb.htm
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Re:Mapping Challenge #2
« Reply #1148 on: March 16, 2004, 04:05:54 PM »
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"Somebody set us up the bomb". That's frickin' priceless.
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Re:Mapping Challenge #2
« Reply #1149 on: March 20, 2004, 03:19:41 PM »
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Random note: Custom decals won't work unless you append them to decals.wad and that would mean we'd have to include a modified decals.wad with the map If you can see a way around this slight, shout out.
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Re:Mapping Challenge #2
« Reply #1150 on: March 22, 2004, 03:54:06 PM »
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Quote from: Grounded on March 20, 2004, 03:19:41 PM
Random note: Custom decals won't work unless you append them to decals.wad and that would mean we'd have to include a modified decals.wad with the map If you can see a way around this slight, shout out.

help us slight! 
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Re:Mapping Challenge #2
« Reply #1151 on: March 22, 2004, 05:18:23 PM »
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He's grief stricken at the redundancy of his beautiful decals
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Re:Mapping Challenge #2
« Reply #1152 on: March 23, 2004, 08:13:04 AM »
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Hmmm......

not sure I know a way around that. I always assumed that you could include them in their own .wad. I knew that you couldn't wadinclude them when you compile, but I know I've seen OTHER maps with custom decals that did not do it by fricking with the decals.wad that valve gives out.

Will research (i.e. Google).

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Re:Mapping Challenge #2
« Reply #1153 on: March 23, 2004, 08:47:43 AM »
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I thought I'd seen other maps do it too, but now I can't think of any examples. Torn has custom bomb markers but they're actually on the textures themselves.
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Re:Mapping Challenge #2
« Reply #1154 on: March 23, 2004, 09:40:14 AM »
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Hmmm..... interesting.

Continues researching...

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Re:Mapping Challenge #2
« Reply #1155 on: March 26, 2004, 09:57:16 PM »
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i'm hoping that you taking 3 days to research means you are going to get good results... 
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Re:Mapping Challenge #2
« Reply #1156 on: March 29, 2004, 11:40:51 AM »
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I've uploaded all current files in a sub-folder of cs_reloaded called march29. Bsp, map, rad and all wads are there. The latest bsp has no new dependencies so it should work as is. As you will see I've tried another revision of the 'underpass' route. I still can't seem to find one that I like There are also cameras on the T side of the indoor parking garge - through the door that used to be simply cosmetic. CT spawn has been revised again - or at least I revised it a week ago and you just haven't seen it Many other fixes and tweaks: flipped textures fixed, trees clipped to prevent camping, stair textures fixed in Deuce's building etc. etc.
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Re:Mapping Challenge #2
« Reply #1157 on: March 29, 2004, 11:59:32 AM »
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Nice....

My little girl has been sick and I have not had any time to get any texturing work done lately, but she is better and I should have some time this week. I'll merge my changes into the wad that you uploaded and do a compile to see how they look in game.   I'll post screenies as soon as I have them.

On a side note, I have not found a way to include custom decals in the map WITHOUT adding them to the existing decals.wad, which could cause all sorts of problems. I'm still looking for a solution, but so far no go.

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Re:Mapping Challenge #2
« Reply #1158 on: March 29, 2004, 12:26:48 PM »
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Yeah I think the decals thing is a lost cause. One of the posts about it on Countermap was answered by tommy14 (who is basically their ultimate mapping guru) and he said the only way to do it was to append them to decals.wad. He isn't always the last word but I tend to think he is this time

One note on the wads: all my recent textures (forklift and all the rest) have been added to van.wad instead of cs_reloaded.wad simply because whenever I added another texture to cs_reloaded.wad WC died on me. Just a warning in case the same thing happens to you guys at some point, or in case you tried to merge all the wads into one easy to manage file.
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Re:Mapping Challenge #2
« Reply #1159 on: March 29, 2004, 01:41:21 PM »
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I've checked on the VERC as well, and there is some mention of using the decals as textures somewhere in the map (hidden if necessary) and that way you can wadinclude them and use them as decals eslewhere.  I haven't tried it yet, so no guarantees, but it's worth a shot. I put a couple hours worth of work into those frickin decals, it be nice to get some use out of them.

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Re:Mapping Challenge #2
« Reply #1160 on: March 29, 2004, 04:02:52 PM »
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Good luck
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Re:Mapping Challenge #2
« Reply #1161 on: March 29, 2004, 04:33:22 PM »
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now that you mention it, i remember opening a wad once and seeing decals
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Re:Mapping Challenge #2
« Reply #1162 on: April 02, 2004, 11:26:26 AM »
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so..now that the es_ map business is done with..back to work? 
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Re:Mapping Challenge #2
« Reply #1163 on: April 02, 2004, 11:45:24 AM »
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I'm in France moron

..and of course you two muppets can't be trusted to do anything by yourselves
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Re:Mapping Challenge #2
« Reply #1164 on: April 10, 2004, 06:45:41 AM »
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I'm home now. Doesn't look like you did very much while I was gone...
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Re:Mapping Challenge #2
« Reply #1165 on: April 12, 2004, 07:56:39 AM »
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I've done some work....but not much. My time has been very limited lately. I'm more or less happy with the layout, so from here it is down to texturing work.

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Re:Mapping Challenge #2
« Reply #1166 on: April 12, 2004, 09:42:10 AM »
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Any chance we can see the dirtied up tex you said you were working on?
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Re:Mapping Challenge #2
« Reply #1167 on: April 12, 2004, 10:37:20 AM »
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I can show you an example, and you can tell me if you like it...

 

The one on the left is the new one, the one on the right is the old one (ignore the bar at the top, it was the only one I had for reference at the moment. Just concentrate on the bricks). You can see that the one on the left has been changed just slightly. Mainly what I did was to layer on some 'dirt', along with sharpening up and bump mapping the brick faces, to make them appear a bit more 3D. It is pretty subtle (at least until you see it in game), but I think it does help with realism.

Let me know what you think..

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Re:Mapping Challenge #2
« Reply #1168 on: April 12, 2004, 11:39:03 AM »
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Yeah those bricks in particular were looking a bit on the flat side. We can always employ a suck it and see policy - if they looks better in game then we use the new dirty tex
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Re:Mapping Challenge #2
« Reply #1169 on: April 23, 2004, 03:35:32 PM »
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OK..... wow this thread has been dead lately....

I am actually going to have some free time this weekend, and if all goes well I hope to be able to complete some work on cs_reloaded, including finishing up with the textures. Grounded, is the newest .map of cs_reloaded on the server? Have you done any work to it lately that should be included?

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Re:Mapping Challenge #2
« Reply #1170 on: April 23, 2004, 03:36:19 PM »
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hmm yes..tell me what needs to be done and i'll give it my best shot this weekend
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Re:Mapping Challenge #2
« Reply #1171 on: April 24, 2004, 04:27:12 AM »
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Erm I think it's the one that's in the march29 folder, which is just before I went to France. I haven't been working on it (although there really isn't much left to work on) mainly because I've been waiting for the tex although that's no excuse

As for things you can do Deuce, I suppose there are probably one or two textures still to be done...but the only one I can think of right now is a circular speed limit sign for the car park, you know like a red circle with white inside and transparent blue all around. You should have a look at that bsp I uploaded and see if you can find any more of those little niggly errors that you found last time
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Re:Mapping Challenge #2
« Reply #1172 on: May 02, 2004, 02:50:43 PM »
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Well I've been working on b4 today - some significant layout tweaks have been made although I don't have any in game shots to show you. I've been trying to make the parking garage a bit more accessible so that the upper floor actually gets used. I was wondering if we couldn't try and make the cars models which would save us a lot of polys. I don't have any modelling experience but I think it might be worth it to learn.

The more I look at the textures the more I think slight's right - they are a bit 'lifeless' and the outdoor tex certainly need dirtying up a bit. How's that coming slight?
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Re:Mapping Challenge #2
« Reply #1173 on: May 02, 2004, 03:28:12 PM »
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grounded, i can make the models in Maya, but would it work?
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Re:Mapping Challenge #2
« Reply #1174 on: May 02, 2004, 04:19:55 PM »
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I'm pretty sure you could model it in Maya and then use an importer to get it into Milkshape.

http://www.swissquake.ch/chumbalum-soft/ms3d/download.html

slight would probably know better.
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Re:Mapping Challenge #2
« Reply #1175 on: May 03, 2004, 08:51:46 AM »
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Since my tex were starting to get on my nerves, I had a go at dirtying/improving the basic red brick one. What do you think?
 dirty.jpg
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Re:Mapping Challenge #2
« Reply #1176 on: May 03, 2004, 09:32:21 AM »
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I like it... looks good. I have only had a chance to do a couple textures here and there. I have had no free time over the past month or so.....things have been absolutely crazy. I might have to pull a late nighter and bang out what I can....

As far as modeling, the only drawback is shadows and clip brushes.... Models don't create either. They are nice for when you want to add detail, but to try to use them for a vehicle that would be used as cover might not work.... if I remember correctly, clip brushes don't stop bullets, and neither do models. That could be a problem.

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Re:Mapping Challenge #2
« Reply #1177 on: May 03, 2004, 09:42:32 AM »
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It's common practice to make cars models in CS maps nowadays. You can use invisible func_walls to roughly make the shape of the vehicle inside the model and that will block bullets. Obviously there would be no bullet marks on the cars but to be honest it's not that big a deal - the improved detail and reduced wpolys are worth the exchange.

So on the tex subject will I just forge ahead and do as many as I can?
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Re:Mapping Challenge #2
« Reply #1178 on: May 03, 2004, 10:10:33 AM »
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still waiting to hear if any effort i put into making car models will be wasted or not..
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Re:Mapping Challenge #2
« Reply #1179 on: May 03, 2004, 10:39:45 AM »
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Quote from: Grounded on May 02, 2004, 04:19:55 PM
I'm pretty sure you could model it in Maya and then use an importer to get it into Milkshape.

http://www.swissquake.ch/chumbalum-soft/ms3d/download.html

slight would probably know better.

Didn't you see this?
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Re:Mapping Challenge #2
« Reply #1180 on: May 03, 2004, 10:41:47 AM »
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yes i did, and it made no sense.
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Re:Mapping Challenge #2
« Reply #1181 on: May 03, 2004, 10:46:53 AM »
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Care to be more specific? I'm basically saying you make the model in Maya and then import it to Milkshape (presumably via some plugin) then compile it into a .mdl for CS.
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Re:Mapping Challenge #2
« Reply #1182 on: May 03, 2004, 10:48:12 AM »
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oh. then there is no problem at all. i'll start working on some cars today then.
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Re:Mapping Challenge #2
« Reply #1183 on: May 03, 2004, 10:49:51 AM »
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"You can also use Maya's .OBJ exporter, import it into Milkshape..."

That's a quote I found somewhere - so presumably you can import from Maya to Milkshape
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Re:Mapping Challenge #2
« Reply #1184 on: May 03, 2004, 10:52:27 AM »
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im gonna have to look up that exporter then..the cracked version of maya that i have doesnt seem to have that
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Re:Mapping Challenge #2
« Reply #1185 on: May 03, 2004, 12:49:04 PM »
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You mean you can't export to .OBJ? I'm sure there's a workaround somewhere. You could always look and see what it will export to and see if you can come at it from a different angle.
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Re:Mapping Challenge #2
« Reply #1186 on: May 03, 2004, 01:35:23 PM »
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I hope you realize that if we do use models for the cars that about 20 odd hours of work I put into cs_reloaded will be nullified......:(

I do think that the map would look better with models for the vehicles.... I use blender for modelling under Linux, I wonder if I can export from blender into Milkshape?

Grounded: Do what textures you can, just make sure to let me know so that we don't overlap. :-)


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Re:Mapping Challenge #2
« Reply #1187 on: May 03, 2004, 04:16:39 PM »
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Not at all! I'm sure most of the textures can be used for the models - any reason why they couldn't be? And certain vehicles we might as well keep as brushes - the hummer for instance is pretty low poly.
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Re:Mapping Challenge #2
« Reply #1188 on: May 04, 2004, 06:14:32 AM »
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im gonna start working on remaking my caddy today (unless i need to format my laptop..stupid brother downloading spyware grumble grumble..)

the question is..how much detail do you want me to go on this? i dont know how much i should bother to make on the car..if its not gonna look good in the halflife engine..or if its gonna be a big model. if you want it detail though..i'm good at doing details  :

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Re:Mapping Challenge #2
« Reply #1189 on: May 04, 2004, 07:30:10 AM »
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Obviously you can afford to be a little more extravagant if you want to (like, dare I say it, rounded wheels!) but I think these models should just be utilitarian - anything to get them done as quickly as humanly possible!

slight - for dirtying up the textures I've just been systematically working my way through the exterior wall textures, applying pretty much the same techniques so that they all still hang together as a set. I guess once I'm done with the outside walls then I'll move on to something else, although of course there are still a few textures to be made as well! Basically, if you don't have time at the moment don't feel obligated to cram in some work
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Re:Mapping Challenge #2
« Reply #1190 on: May 07, 2004, 02:50:09 PM »
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I've uploaded the textures I've dirtied up so far in a mini-wad in the cs_reloaded folder for you two. Not quite sure what you can do with them but they're there anyway
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Re:Mapping Challenge #2
« Reply #1191 on: May 07, 2004, 03:08:33 PM »
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Quote from: Grounded on May 04, 2004, 07:30:10 AM
Basically, if you don't have time at the moment don't feel obligated to cram in some work

Thank you.... I just don't want to feel guilty for not helping out, but I really am swamped. I'm re-doing my basement, plus working 50 + hours a week......plus taking care of my 9 month old.

Free time? Whats that?

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Re:Mapping Challenge #2
« Reply #1192 on: May 07, 2004, 03:54:31 PM »
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Quote from: slightcrazed on May 07, 2004, 03:08:33 PM
Free time? Whats that?

Something I have too much of
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Re:Mapping Challenge #2
« Reply #1193 on: May 09, 2004, 01:49:19 PM »
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Quote from: slightcrazed on May 07, 2004, 03:08:33 PM
Quote from: Grounded on May 04, 2004, 07:30:10 AM
Basically, if you don't have time at the moment don't feel obligated to cram in some work

Thank you.... I just don't want to feel guilty for not helping out, but I really am swamped. I'm re-doing my basement, plus working 50 + hours a week......plus taking care of my 9 month old.

Free time? Whats that?

slight

You need to start slacking off at work again...seriously though, haven't seen ya in a bit...glad to hear from you again.
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Re:Mapping Challenge #2
« Reply #1194 on: May 09, 2004, 03:51:59 PM »
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Quote from: Guardian_Tenshi on May 09, 2004, 01:49:19 PM
Quote from: slightcrazed on May 07, 2004, 03:08:33 PM
Quote from: Grounded on May 04, 2004, 07:30:10 AM
Basically, if you don't have time at the moment don't feel obligated to cram in some work

Thank you.... I just don't want to feel guilty for not helping out, but I really am swamped. I'm re-doing my basement, plus working 50 + hours a week......plus taking care of my 9 month old.

Free time? Whats that?

slight

You need to start slacking off at work again...seriously though, haven't seen ya in a bit...glad to hear from you again.

Problem is I took a new job, and I am now part of management (scary thought, huh?) and that doesn't leave any room to slack off.

slight
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Re:Mapping Challenge #2
« Reply #1195 on: May 09, 2004, 06:37:05 PM »
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oh i see....decided you'd slack off and make MORE money eh?  good idea, too bad they stole your net-slacker privleges though...i hear those big-wigs can get in big trouble when someone realizes they have lots of pr0n on their computer...that's why they just go slack off near the water cooler talking about the new girl in the cubicle across the way...oh well, it's a better life up there, you take what you can get man.

Tenshi
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Re:Mapping Challenge #2
« Reply #1196 on: May 10, 2004, 04:54:01 AM »
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Tenshi, did the doctors forget to tighten your restraints again?
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Re:Mapping Challenge #2
« Reply #1197 on: May 11, 2004, 07:06:19 AM »
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alright..with exams finishing up this week, im gonna have lots of free time on my hands (since i work at night). im ready to go full throttle again with cs_reloaded!

on a side note, i wont have the car models done anytime soon, as i recently formatted my computer, and have to put maya back on. i also need to figure out how to get Quark back on my computer.

and on another side note, in 2 more months, the cs_reloaded project will be 1 year old!! we should make a dedicated webpage for it 
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Re:Mapping Challenge #2
« Reply #1198 on: May 11, 2004, 08:00:55 AM »
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Quote from: Deuce on May 11, 2004, 07:06:19 AM
and on another side note, in 2 more months, the cs_reloaded project will be 1 year old!! we should make a dedicated webpage for it 

I'll set up whatever you guys need/want. I'm entirely at your disposal.

I think it'd be great to have a webpage on CSR dedicated to reloaded. Deuce has access to the web server, and can update the page for you guys, and I can provide info on how the template system for the website works (it's really easy). Personally I'd love to see a history/news section where the people who can't follow this thread can keep up with progress. Plus, it'd be great for publicity, with screenshots and info and an "official" (for whatever that's worth) download link.
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Re:Mapping Challenge #2
« Reply #1199 on: May 11, 2004, 08:09:48 AM »
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Quote from: Porter on May 11, 2004, 08:00:55 AM
Deuce has access to the web server, and can update the page for you guys

i do? wow..i have so much power i havent even tapped into yet 

actually right now i have access to nothing (server, HLSW, or even steam for that matter) as i formatted my computer and have yet to figure out what programs will work for those needs on linux. i cant even get the stupid movie player working yet.
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CSReloaded Forums  |  General Category  |  Mapper's Delight (Moderators: slightcrazed, Grounded)  |  Topic: Mapping Challenge #2
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