TheeKiller
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Re:Mapping Challenge #2
« Reply #600 on: November 21, 2003, 10:42:23 AM »
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Im interested in trying to make some maps, where can one get this program you are useing Thanks.
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Deuce
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Re:Mapping Challenge #2
« Reply #601 on: November 21, 2003, 10:54:20 AM »
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i just now noticed in slight's lobby picture my rooster teeth icon for IM. that is so cool.
i think the links for where to download the programs are somewhere hidden within this book of posts, or in another thread close by
EdIT - i cant spell today
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« Last Edit: November 21, 2003, 10:55:20 AM by Deuce » |
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slightcrazed
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Re:Mapping Challenge #2
« Reply #602 on: November 21, 2003, 11:49:13 AM »
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i just now noticed in slight's lobby picture my rooster teeth icon for IM. that is so cool.
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I was going to ask you about that.... what the hell is is supposed to mean. I mean, a rooster with a set of false teeth? You couldn't go with something normal?
slight
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Deuce
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Re:Mapping Challenge #2
« Reply #603 on: November 21, 2003, 12:31:41 PM »
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i'm sure if you give it some more thought you'll figure it out
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Grounded
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Re:Mapping Challenge #2
« Reply #604 on: November 21, 2003, 01:12:57 PM »
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TheeKiller - go here: http://collective.valve-erc.com/
Sorry to disappoint you Deuce but no way can we do a playtest this weekend. I'm currently in Aberdeen with JB and will be all of tomorrow too. Even if I crammed all the necessary mapping into Sunday it would still be very tight and there wouldn't be much time to fix any errors.
I got the file slight. Started putting the new stuff in - I like the way it looks now, can't wait to see how it turns out when I compile it I've now blocked the view from T spawn with a little enclosed entrance bit because I was worried about climbing r_speeds. We can always remove it if it isn't necessary.
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slightcrazed
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Re:Mapping Challenge #2
« Reply #605 on: November 21, 2003, 01:27:32 PM »
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My brain hurts.... I have no idea man... can't you just tell me?
slight
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slightcrazed
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Re:Mapping Challenge #2
« Reply #606 on: November 21, 2003, 01:50:40 PM »
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TheeKiller - go here: http://collective.valve-erc.com/
I got the file slight. Started putting the new stuff in - I like the way it looks now, can't wait to see how it turns out when I compile it I've now blocked the view from T spawn with a little enclosed entrance bit because I was worried about climbing r_speeds. We can always remove it if it isn't necessary.
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R_speeds in the lobby are a little higher than I would like right now, but I haven't done any optimizing yet. The desk is still a world brush and it cuts the hell out of the floor, I need to re-do the wall texture to reduce the number of patches, and I need to make a more poly friendly chair (the chair itself is almost 80 w_poly, and that is unacceptable). You might have to add the LIGHTS_5A to the lights.rad file too, and crank it up to like 10,000.
slight
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Grounded
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Re:Mapping Challenge #2
« Reply #607 on: November 21, 2003, 02:59:31 PM »
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For the desk you can always just raise it 1 unit from the floor - sometimes this produces weird light effects but other times it's completely unnoticeable in normal view. I already added your lobby_lightfix to the rad file - I'll check that lights_5a is in when I get home tomorrow night.
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Deuce
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Re:Mapping Challenge #2
« Reply #608 on: November 21, 2003, 03:01:56 PM »
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another name for a rooster is a cock.
what do you do with teeth? you bite with them.
combine them together and you get the word cockbite
the definition of cockbite as said on urbandictionary.com (which is currrently down right now so i cant find the exact wording of the definition):
"According to the Red Army, all members of the Blue Army are cockbites. According to the Blue Army, all members of the Red Army are cockbites."
"You cockbite!" - Pvt. Dick Simmons
i imagine the only person who would know what i'm talking about is smokey. maybe nittany too.
i'll explain more on IM if you really want to know..i think i've said all i am allowed to say while still following the forum rules
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slightcrazed
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Re:Mapping Challenge #2
« Reply #609 on: November 21, 2003, 03:14:06 PM »
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For the desk you can always just raise it 1 unit from the floor - sometimes this produces weird light effects but other times it's completely unnoticeable in normal view. I already added your lobby_lightfix to the rad file - I'll check that lights_5a is in when I get home tomorrow night.
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Or with quark You're not stuck with 1 unit minimums.... so technically I could do .005 units.
slight
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Grounded
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Re:Mapping Challenge #2
« Reply #610 on: November 21, 2003, 05:33:00 PM »
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Can HL handle less than 1 unit? I thought WC was set up that way for a reason.
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slightcrazed
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Re:Mapping Challenge #2
« Reply #611 on: November 21, 2003, 05:39:40 PM »
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take a look at the text of a .map file sometime.... all of the points are broken down to thousanth's of a unit. So yes, HL is very happy dealing with points that are less than 1 unit. There might be a small performance hit (if your entire map was not snapped to units), but for a couple objects here and there is it fine. I usually map in 2 unit increments, just cause it makes it easier for me.
slight
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Deuce
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Re:Mapping Challenge #2
« Reply #612 on: November 21, 2003, 06:28:44 PM »
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the 'watery' metal wall textures actually do look good in game with proper lighting. i'm just going to touch up the colors a little to get them the right kind..and i think they are set
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TheeKiller
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Re:Mapping Challenge #2
« Reply #613 on: November 21, 2003, 07:33:27 PM »
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Thanks you
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Grounded
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Re:Mapping Challenge #2
« Reply #614 on: November 22, 2003, 04:54:41 AM »
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That pic reminds me - we need to make some new ceiling tex! Yeah the textures always look better when lit...but I still think it's a tiny bit off. It just doesn't look like a real colour, if you get me.
slight - I've never actually had a look at a map file but I do remember reading an article on mapping with Notepad!
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slightcrazed
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Re:Mapping Challenge #2
« Reply #615 on: November 22, 2003, 09:22:45 AM »
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Open one up in notepad sometime.... It's kind of neat to look at. Every now and then when I have a problem with a map I'll open it in gEdit or Vi and look through it... sometimes you can find mistakes you didn't even know were there.
slight
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Re:Mapping Challenge #2
« Reply #616 on: November 23, 2003, 06:58:58 AM »
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*BEGIN PROGRESS UPDATE*
Made a garage door texture.
*END PROGRESS UPDATE*
Hohum Just another one to tick off the list I suppose.
Some mapping should commence this afternoon, updates following henceforth and forthwith.
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Re:Mapping Challenge #2
« Reply #617 on: November 23, 2003, 02:56:02 PM »
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The map finally compiled after a string of dodgy solids messed it up - your lobby chair was a major culprit slight
Anyway there are still one or two things to do and then I'll add in a ton of spawn points for each side and get a bsp uploaded somewhere so you two can run around and find any glaring errors. You can also have a look around and see where you think there should be some cover and there isn't.
Btw - I put a hossie up on the roof and tested a few things out. Putting an escape zone entity at T spawn stops the CT spawnpoints from being rescue zones so that solves that problem
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Guardian_Tenshi
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Re:Mapping Challenge #2
« Reply #618 on: November 23, 2003, 05:24:09 PM »
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**Helpful comments on deuce's red metal thingys**
Deuce, I see what you're going for now with that picture. (least I think so. Watch the shading in it, some points are brighter than others, and it seems to oscillate through the wall. If you're gonna redo the brick under it, and the ceiling above it (are those standard HL texs?) Anyway, if you are...you might be able to play with those more to get grounded to be quiet about them "not looking real." I dunno what that means though...
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Porter
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Re:Mapping Challenge #2
« Reply #619 on: November 23, 2003, 11:35:56 PM »
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I'm home now, and while I'll be spending the next couple of evenings helping Yuna paint her room, I'll be working on CSR during the days. (First on the list is HLStats.) It looks like I'm just in time for the next playtest, and I can't wait! Let me know when you're ready and when you'd like to have it, and I'll start advertising the hell out of it for you again! If you think it's a good idea, we can release the b2 bsp early to generate interest and get people to download it ahead of time.
Great work guys, I'm proud of ya!
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Deuce
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Re:Mapping Challenge #2
« Reply #620 on: November 23, 2003, 11:52:04 PM »
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It looks like I'm just in time for the next playtest, and I can't wait! |
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if we dont play this map by the end of the week, i will be forced to go to scotland or whatever your country of choice is, and cut you grounded. i hope that is motivation
but from what you said earlier..it doesnt sound like there is much left. for your own health..i hope you speak the truth
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Grounded
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Re:Mapping Challenge #2
« Reply #621 on: November 24, 2003, 04:44:58 AM »
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End of the week? No bother
slight - one question: is your lightfix texture supposed to emit light or not? It looked to be like it was but then I noticed the HL light texture on top of the fixtures...
Talk about schoolboy errors - last night I noticed all my func_door_rotating ents had origin brushes covered in aaatrigger. That was annoying.
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slightcrazed
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Re:Mapping Challenge #2
« Reply #622 on: November 24, 2003, 08:43:38 AM »
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Yeah... only the top of the fixture is supposed to emit light...not the sides. Make it bright enough so that the light reflecting off the ceiling is enough to light the rest of the room.
slight
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Grounded
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Re:Mapping Challenge #2
« Reply #623 on: November 24, 2003, 11:16:44 AM »
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I see. I'm about to upload a version for you two to download (I'll email URL once it's up) so you can check it out. There are some errors I know about already but couldn't be bothered to fix just now:
- slight, your transparent texture that connects the light fixtures to the ceiling doesn't work i.e. it won't turn transparent. I checked it out in Wally but the blue was in the right position so I don't know what's up with that. - hossies can't climb a lot of the stairs - been trying to fix this with various clip brushes but with little success. - lighting in lobby is not the way slight wanted it because of the aforementioned texture confusion.
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slightcrazed
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Re:Mapping Challenge #2
« Reply #624 on: November 24, 2003, 11:54:01 AM »
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I do... I think I forgot to put the { in front of the texture name. Just edit the wad and add that in front of the name.
slight
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Grounded
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Re:Mapping Challenge #2
« Reply #625 on: November 24, 2003, 12:34:15 PM »
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I can't believe I didn't think of that
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Deuce
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Re:Mapping Challenge #2
« Reply #626 on: November 24, 2003, 12:34:55 PM »
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you have made my day grounded. i will check out the map once i get home from the campus.
can i start my official job of setting a date for the testing?
last time we playtested, we did it on a weekday at 7:00 PM EST. can we do same time on either wed. 26th, thurs. 27th, fri. 28th, or sat. 29th?
given how we only had a 1 day of advertising and we managed to get a full game..i think that is a long enough time to again advertise.
i <3 you guys
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Deuce
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Re:Mapping Challenge #2
« Reply #627 on: November 24, 2003, 12:36:27 PM »
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I can't believe I didn't think of that
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thats almost as bad as to why i couldnt get the textures to look right on my wad file. which i still dont want to explain
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Grounded
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Re:Mapping Challenge #2
« Reply #628 on: November 24, 2003, 01:05:25 PM »
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It's my fault for trusting slight
Yeah I don't mind when we do the playtest - it can be as soon as you like. The only fundamental problem with the current bsp is the hossies failing to climb certain stairs but I'm sure we can fix that before Wednesday.
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Deuce
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Re:Mapping Challenge #2
« Reply #629 on: November 24, 2003, 01:09:12 PM »
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of course it depends on if slight can do it, but lets plan to go with wed. 26 7:00 pm EST...i want to play this
once slight confirms we can do this, porter can start his advertising campaign
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Deuce
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Re:Mapping Challenge #2
« Reply #630 on: November 24, 2003, 01:11:38 PM »
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oh and if you already havent done it yet slight..install steam and update counterstrike. if you are lucky, you might have it installed by the time we playtest
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Guardian_Tenshi
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Re:Mapping Challenge #2
« Reply #631 on: November 24, 2003, 02:21:55 PM »
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heh, is slighty still waiting for a linux version of 1.6 or something??
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slightcrazed
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Re:Mapping Challenge #2
« Reply #632 on: November 24, 2003, 03:25:52 PM »
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Nope... Steam works on Linux, I just haven't had the time to play in so long, that I never bothered to upgrade to steam. I mean seriously, I haven't played CS in almost 4 months.
slight
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Deuce
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Re:Mapping Challenge #2
« Reply #633 on: November 24, 2003, 09:04:55 PM »
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anyway....
Wednesday, November 26th, 2003 7:00 EST
good bad no maybe?
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Re:Mapping Challenge #2
« Reply #634 on: November 25, 2003, 12:12:53 AM »
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Too early. I could use a little more notice. Is Grounded even ready for a playtest tomorrow?
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Grounded
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Re:Mapping Challenge #2
« Reply #635 on: November 25, 2003, 03:48:15 AM »
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Pretty much but if you want to push it to Thursday that's fine. The only problem that needs solved before then is to fix the stairs so that the hossies will climb them - I'm hoping Deuce or slight will think of something!
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Justboy
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Re:Mapping Challenge #2
« Reply #636 on: November 25, 2003, 06:15:35 AM »
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Stannah Stairlift.
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Escape artists never die.
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Deuce
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Re:Mapping Challenge #2
« Reply #637 on: November 25, 2003, 08:47:46 AM »
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better make it friday then. thursday is thanksgiving and i havent the slightest idea what my day is going to be.
Friday, 25th, 7:00 PM EST
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slightcrazed
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Re:Mapping Challenge #2
« Reply #638 on: November 25, 2003, 09:25:50 AM »
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Friday might work. I'll have to try to remember how to play CS, but I think I could make it.
Grounded, I think there is a minimum height that the stairs need to be in order for the hosties to be able to climb them.... Maybe try lowering them a bit. Do the stairs in the lobby work?
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Grounded
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Re:Mapping Challenge #2
« Reply #639 on: November 25, 2003, 10:06:09 AM »
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16 units is the max height a stair can be and still be climbable but the problem is that it's also dependent on the depth of a single stair. For instance a hossie can climb a 16x32 stair but not a 16x16 stair. I've actually got two sets of identical stairs in the map - the hossies can climb one but not the other! I've tried putting in invisible intermediate stairs with clip brushes but they still can't handle it. Might have to put in ramps for the playtest which would look a bit crappy but they get the job done.
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Deuce
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Re:Mapping Challenge #2
« Reply #640 on: November 25, 2003, 12:08:03 PM »
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ok. i finally had the time to play test the map and here are my thoughts:
1) why did you get rid of my table bench in my office area?
and 2) i found a rather weird error which maybe only happened this time..but a couple of the rails are walk-throughable (see picture)
other then that..i loved it. this is going to be a fun playtest
EdIT - oh, and more importantly, is friday at 7:00 going to be the final time for testing? we need to tell porter when to start his advertising campaign thingie he likes to do
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uhoh.jpg « Last Edit: November 25, 2003, 12:08:47 PM by Deuce » |
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Re:Mapping Challenge #2
« Reply #641 on: November 25, 2003, 12:29:55 PM »
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1) Didn't realise there was more new stuff except for the stairs - I just copied them and never looked at the file again!
2) Probably just forgot to put some clip brushes in there. I'll check it.
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Re:Mapping Challenge #2
« Reply #642 on: November 25, 2003, 04:16:17 PM »
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Okay, the MOTM and the MOTD have both been updated. I've also posted a news item that's now on our front page (not that anybody ever goes there). One thing I could use is a copy of the map to make available for download, and to install on the server. Please get that to me as soon as you can guys!
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Re:Mapping Challenge #2
« Reply #643 on: November 25, 2003, 04:29:43 PM »
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Will do, as soon as the hossie-stair-climbing issue is resolved
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Deuce
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Re:Mapping Challenge #2
« Reply #644 on: November 25, 2003, 04:35:57 PM »
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ok. you could try adding more # of steps, thus reducing the height difference for now, or if you really need to solve the problem just for the testing, add an invisible block over the stairs and make it act like a ramp.
thats the only ideas i came up with
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Re:Mapping Challenge #2
« Reply #645 on: November 25, 2003, 05:10:41 PM »
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If you add more steps you reduce height AND width (within a fixed area) and so it has no effect on the ratio. If tried invisible blocks too and they still don't seem to like it. Don't worry about it I'll fix it.
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Re:Mapping Challenge #2
« Reply #646 on: November 25, 2003, 07:04:57 PM »
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Invisible blocks? Dod you try actually making a clip brush ramp to go over the stairs? I've seen that done in other maps. I think it actually helps gameplay a bit too, as you don't get that annoying bouncing effect when you climb stairs.
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Re:Mapping Challenge #2
« Reply #647 on: November 26, 2003, 04:50:41 AM »
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That's what he meant by invisible blocks I think. I have tried it in some places but not in others - I wanted to see if I could get it working with just the stairs themselves but I guess that's not going to happen!
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Re:Mapping Challenge #2
« Reply #648 on: November 26, 2003, 07:41:28 AM »
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additional playtest on saturday. what time is best for you guys if you want to be there?
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Re:Mapping Challenge #2
« Reply #649 on: November 26, 2003, 08:58:09 AM »
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I've fixed it - the hostages don't like stairs that have been grouped together in func_walls under certain circumstances. Weird. About to upload the playtest bsp
I don't mind - me and JB have hockey on Saturday but seeing as there's the 5 hour time gap we'd easily make any night-time playtest as long as it's not too late Then again I do play to be at the Friday one so if others want it early on Saturday I don't mind.
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Re:Mapping Challenge #2
« Reply #650 on: November 26, 2003, 08:59:16 AM »
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lets just stick with 7:00 PM EST for saturday. i'll make the change on the news post
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Re:Mapping Challenge #2
« Reply #651 on: November 26, 2003, 12:42:56 PM »
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just wondering..is the final bsp version of b2 suppose to have 1000+ wpoly at the ct spawn?
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Re:Mapping Challenge #2
« Reply #652 on: November 26, 2003, 01:30:49 PM »
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Well let's see now. Do you mean
a) Do I know it has 1000+ wpoly at CT spawn? b) Is 1000+ wpoly at CT spawn intentional? c) Do I really care?
Answers:
a) Yes. b) No. c) No. It's no big disaster. I think it stems from the height of the walls on the roof of CT spawn - I think you can 'see' over into the underpass area and since I added the door directly opposite the rooftop you can now see into the top floor of the warehouse too. Obviously it will be addressed in the next edition but it barely breaks 1000 and shouldn't cause too many problems. There are actually a few CT spawns inside the warehouse now so there will be fewer people spawning on the roof than last time.
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Re:Mapping Challenge #2
« Reply #653 on: November 26, 2003, 02:06:27 PM »
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Do you use gl_wireframe 2? Best way to find the offending visible polys. I agree though, 1000 is not too bad, especially if it's in a place where not much action takes place.
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Re:Mapping Challenge #2
« Reply #654 on: November 26, 2003, 03:34:59 PM »
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FYI: The map is loaded and ready on the server, and I'll be posting a download link later tonight.
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Re:Mapping Challenge #2
« Reply #655 on: November 26, 2003, 04:02:48 PM »
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"Do you use gl_wireframe 2?"
I haven't as yet, but we sort of agreed we wouldn't concentrate too much on optimization at this stage so I didn't really bother too much. I noticed the spike at spawn but it didn't concern me enough to take measures!
"FYI: The map is loaded and ready on the server"
Much appreciated Porter
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Re:Mapping Challenge #2
« Reply #656 on: November 26, 2003, 04:11:03 PM »
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Porter and I tested the map out to make sure the time limit and speak all worked..and we also did a few runs to see where clutch points are.. and it is perfect. with each major route, there are different variations that will give each side an advantage and disadvantage. its awesome. much better then the first.
a side thought for b3: a sniping area that overlooks the rescue zone.
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Re:Mapping Challenge #2
« Reply #657 on: November 26, 2003, 04:33:38 PM »
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Well that's good to hear
Of course I did expect it to be a lot better than b1 - this one has a much more considered layout than the last one. I actually think if we can get 10v10 again it could be quite awesome - you could have 3/4 people going each route, all having their little face-offs and shoot-outs all over the place
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Re:Mapping Challenge #2
« Reply #658 on: November 26, 2003, 04:43:20 PM »
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you could have 3/4 people going each route, all having their little face-offs and shoot-outs all over the place |
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if you have three-fourths of the people going each route..considering there are about three main routes..you are going to have nine-fourths of the team playing. thats alot.
i know..i know..i'm playing on words
another thing we noticed while playing..we need to resize stuff. the table in my office is too high, the monitors are too big. but the funniest of all..slights chair is as tall as the people
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Re:Mapping Challenge #2
« Reply #659 on: November 26, 2003, 09:57:54 PM »
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You know.... now that you say that, I don't think I ever looked at it in game. The desk is only 44 units (inches) high, so it seemed right, and I just based the chair off of the desk.
Will be fixed for b3
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Re:Mapping Challenge #2
« Reply #660 on: November 26, 2003, 11:31:10 PM »
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If you haven't already seen it, I've posted download links all over the place for the map. Hopefully we'll draw a nice crowd! Let me know if there's anything else I can do!
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Re:Mapping Challenge #2
« Reply #661 on: November 26, 2003, 11:36:40 PM »
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besides maybe just removing the csr_b1 download link to cut back on confusion..i think you've done your job quite well porter
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Re:Mapping Challenge #2
« Reply #662 on: November 26, 2003, 11:42:26 PM »
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The b1 link has been removed.
See how much faster things get done when I don't have to worry about classes??
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Re:Mapping Challenge #2
« Reply #663 on: November 27, 2003, 04:07:15 AM »
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Deuce - sizing problems often don't show up until you play with other people because without the reference point of another player you tend to see everything as it 'should be'. In other words when I was running around the map I saw a chair in propotion to a desk and it didn't even register how big the chair actually was because I had no point of reference for my own player model's height. It's no disaster - the rest of the main brushwork is generally in good agreement with player height.
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Re:Mapping Challenge #2
« Reply #664 on: November 28, 2003, 03:39:18 PM »
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As I write this I'm waiting for Steam to update CS - and it's not looking good. I'll keep trying until the playtest is over but it's quite likely that I won't make it tonight. Typical
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Re:Mapping Challenge #2
« Reply #665 on: November 28, 2003, 04:03:27 PM »
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Scratch that - it's worked. Phew
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Re:Mapping Challenge #2
« Reply #666 on: November 29, 2003, 11:31:53 PM »
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ok. i came up with a list of ideas/corrections/suggestions that i've gotten from people, and from talking to slight last night
- second rescue point. located near entrance to parking garage? after thinking of this, i thought that it might be still easy for t's to camp in between the rescue zones. but if one of them was inclosed..it would make it harder. the rescue by the garage would be very easy to do. see picture
- t's can still rush very quickly and flank struggling ct's from both sides right after the exit there spawn. there are two ways to fix this: either making the ct spawn quicker, or pushing back the t spawn. if you make the ct spawn quicker..its gonna end up like b1 again where battle happened very quick: fy style..possible solution: completly spread out the t spawn from one rescue zone to the other?
- opening sounds for the doors.
- ct elevator to work..another access back to ct spawn needed
- cameras: the computer in the lobby should access 3-4 cameras that are scattered across the map, and should be able to get a view of almost any point in the map. the 4 monitors in the shipping building should overlook certain areas in the shipping building: vans, underneath the office, door leading out of office, ect.
- signs like in piranesi (but not as blunt as 'A' and 'B' that can help guide new people to the map
- soften the fall at ct spawn a little bit more so there is less chance to take damage
- fix stairs going into main warehouse..make them hostie friendly
- cut down on the # of camping areas
- brighten up the map a little bit more (but keep the night theme..it rules!!)
thats the collective list i made. time to discuss each point, and add more if needed.
i know its been said already, but you did a great job putting all the pieces together grounded. +GGz
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Re:Mapping Challenge #2
« Reply #667 on: November 30, 2003, 10:46:20 AM »
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I've responded to most of these in the feedback thread and I'm too lazy to repeat myself
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Re:Mapping Challenge #2
« Reply #668 on: November 30, 2003, 07:14:13 PM »
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I agree the night theme is good. I would suggest not increasing the light_environment, but instead increasing each of the texture and point lights to help brighten it up a bit.
As for the 2nd rescue zone, I agree, it's worth a try. I think spreading out the T's will help a bit too, at the very least it will help to disorganize them a bit, and keep all out T rushes to a minimum.
Camera's, yes..... very good idea.
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Re:Mapping Challenge #2
« Reply #669 on: December 01, 2003, 04:57:35 AM »
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I was going to put cameras in but they're just a bit fiddly and I didn't really have the time to do it for this version.
Have we decided if we're going to try and do another test this week or not?
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Re:Mapping Challenge #2
« Reply #670 on: December 01, 2003, 07:10:04 AM »
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I was going to put cameras in but they're just a bit fiddly and I didn't really have the time to do it for this version. |
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No biggie, as long as they're in for the final version.
Have we decided if we're going to try and do another test this week or not?
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| I think that is up to you and Deuce in the end. Personally, I think if we could do one this week it would be great. People liked the map enough that I think we would get a really good turnout.
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Re:Mapping Challenge #2
« Reply #671 on: December 01, 2003, 09:13:03 AM »
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Well I wanted to do another one because on Friday the most I played with was 2v3 and then I missed the Saturday one. If we can agree on a time that will suit everyone then hopefully all those who have already downloaded the map will come back and we might get a few random turn-ups too. I just think it needs a bit more attention before we go and start making changes.
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Re:Mapping Challenge #2
« Reply #672 on: December 01, 2003, 10:36:54 AM »
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how about on saturday again?
i'm flogged down this week with homework, so i will be of no help.
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Re:Mapping Challenge #2
« Reply #673 on: December 01, 2003, 11:16:10 AM »
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Yeah, I don't mind. Whenever
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Re:Mapping Challenge #2
« Reply #674 on: December 11, 2003, 02:18:22 PM »
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OK, I figured I'd resurect this thread so that we can move forward with the map and work out our next steps. Things had kind of shifted to the feedback thread, but I wanted to bring it back here.
Are we working toward a final version at this point, or do we still see one more beta before final? I think we are getting close. Feedback on b2 has been very positive, and I see only minor changes from here. Just so we can organize a bit, what is left to do? I know we need a couple more cars for Deuce's parking garage, and I was going to re-do a couple of minor details in the lobby, but outside of that and textures, is there anything major that needs to be done?
Any thoughts?
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Re:Mapping Challenge #2
« Reply #675 on: December 11, 2003, 04:12:37 PM »
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You know I was about to suggest we come back to this thread but looks like slight beat me to it
There are one or two bigger changes needed for the parking garage - mainly to do with access. Right now rushing CTs can only get access through the green doors on the east wall and by then they are already in a position to rush to the barrier. If we move those doors (or add more) to the south wall then they can get access to the garage and hence another route to the rescue point. If we add a second rescue point where Deuce suggested then there's even more incentive to go that route. It would then require some testing to establish if this spreads the Ts too thinly or not. I say we go b3 first then final.
Another thing you might consider is trying to make some models to use as details: pot plants, a computer, desk lamp - anything you think might be easy and would save some polys. I think we are largely looking at cosmetic alterations from here on out save what I've already mentioned and maybe adding more cover.
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Re:Mapping Challenge #2
« Reply #676 on: December 11, 2003, 04:33:50 PM »
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You smoke your breakfast or something?
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Re:Mapping Challenge #2
« Reply #677 on: December 11, 2003, 04:38:27 PM »
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How can I word this unambiuously?...
Plants in ceramic or plastic containers.
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Re:Mapping Challenge #2
« Reply #678 on: December 11, 2003, 10:46:10 PM »
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woot mapping challenge #2 thread!
ok. first order of business: cameras. i took the liberty to scout out the map and take optimal areas where cameras should be located.
for the tenshi computer in the lobby, it should have access to three cameras:
and for the computers in the shipping building, each one should access its own camera that is placed so the entire area around the shipping building can be watched:
cheers!
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Re:Mapping Challenge #2
« Reply #679 on: December 12, 2003, 03:06:56 AM »
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How exactly do you propose that one monitor access 3 different cameras? And I think the cameras around the shipping building are unnecessary. Why would it have an entire office full of security cameras anyway?
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Re:Mapping Challenge #2
« Reply #680 on: December 12, 2003, 08:52:43 AM »
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It is possible to have one monitor use multiple cameras..... If I remember correctly, didn't the camera's in Assault monitor multiple camera's?
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Re:Mapping Challenge #2
« Reply #681 on: December 12, 2003, 12:15:19 PM »
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You could do it by having the single monitor activate a multi-manager that cycles through the cameras but then it would impede the player. You want to be able to quickly glance at the camera - not have to sit through a slideshow. I don't think the Assault monitors view multiple cameras - each camera has its own monitor.
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Re:Mapping Challenge #2
« Reply #682 on: December 12, 2003, 01:15:50 PM »
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I think the camera in the lobby should view the rescue zone, this would give CTs a way to check for camping T's before they go charging into an ambush.
I agree, the multi manager would work to cycle cameras, but it would cause the player to be tied to the camera for too long.
Should we put a camera in CT spawn so that a CT can stay behind to check for T's rushing?
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Re:Mapping Challenge #2
« Reply #683 on: December 12, 2003, 01:26:15 PM »
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i think cameras in ct spawn will cause camping.
something else we should test out in b3 is rain, and the environment rain sound.
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Re:Mapping Challenge #2
« Reply #684 on: December 12, 2003, 01:44:10 PM »
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I don't know that we will have the overhead to get away with rain.... possibly, but depending on how we do it we may end up with a decernable hit to FPS on lower end machines. My understanding is that rain can either be done using scrolling transparent world brushes, or using sprites or env_beams. Sprites, AFAIK, do not affect performance as much as the other methods.
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Re:Mapping Challenge #2
« Reply #685 on: December 12, 2003, 02:56:17 PM »
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Rain can be implemented with a single entity in 1.6, all I need to do is get hold of the modified fgd. As far as I understand it's just an env_rain - no flags to be modified.
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Re:Mapping Challenge #2
« Reply #686 on: December 12, 2003, 03:36:11 PM »
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OOoooooooooo
I guess I have been out of the loop a bit, I didn't know about that at all. I think rain in the map would be very cool. I made a map with rain in it once, and I had a neat effect of partiall transparent brushes that had a dark cloud texture on them slowly moving across the map above the player.
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Re:Mapping Challenge #2
« Reply #687 on: December 12, 2003, 03:54:40 PM »
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whenever you have the chance slight, go onto steam and make a aztec game..it uses the new rain entity.
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Re:Mapping Challenge #2
« Reply #688 on: December 12, 2003, 04:40:18 PM »
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It's optimised too, I believe, i.e. the rain sprites and spray only render within a short view in front of the player. You can also turn it off in console so if it's sucking up your fps then it need not.
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Re:Mapping Challenge #2
« Reply #689 on: December 12, 2003, 04:42:02 PM »
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Very cool....
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Re:Mapping Challenge #2
« Reply #690 on: December 18, 2003, 01:46:46 PM »
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Thought I should post to reassure you I haven't been resting on my laurels. I've been making some basic textures and replacing some of the HL ones with what we've done so far. Not hugely interesting but it has to be done nonetheless...
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Re:Mapping Challenge #2
« Reply #691 on: December 18, 2003, 03:12:58 PM »
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True....
As soon as I have some time I am going to finish the Hummer prefab so that we can throw it in the garage. I also need to make some basic changes to the Lobby, mainly texture improvements and I want to re-do the desk again and some poly reduction.
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Re:Mapping Challenge #2
« Reply #692 on: December 18, 2003, 04:06:09 PM »
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One point to mention about the desk is it's possible to become trapped behind it. You can escape with a little perseverance but it would be pretty annoying for it to happen mid game. It would probably be better if the chair was tucked under the desk so that players can walk behind it (and hence camp behind it!) freely.
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Re:Mapping Challenge #2
« Reply #693 on: December 18, 2003, 04:12:33 PM »
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That was part of my thinking too... I discovered that little bug while running around the map by myself. I also would like to add some more detail, but I need to get the poly count down for that. The stoopid chair was like 120 poly's and that will be reduced down to about 40, so that should help create some room.
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Re:Mapping Challenge #2
« Reply #694 on: December 18, 2003, 04:14:58 PM »
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Thought I should post to reassure you I haven't been resting on my laurels. |
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What's a laurel?
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Re:Mapping Challenge #2
« Reply #695 on: December 18, 2003, 04:25:01 PM »
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i'm going to work on my shipping building, make a new car, and whore the auto snipy. quite possibly not in that order.
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Re:Mapping Challenge #2
« Reply #696 on: December 18, 2003, 05:03:20 PM »
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"What's a laurel?"
Something to do with leaves I think - that's not the point though, 'resting on your laurels' is a phrase. I'm surprised you've never heard it.
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Re:Mapping Challenge #2
« Reply #697 on: December 19, 2003, 08:22:58 AM »
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You know, I dated a girl named Laurel in High school, and so that gives a whole new meaning to the phrase 'resting on your laurels'.
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Re:Mapping Challenge #2
« Reply #698 on: December 19, 2003, 01:57:51 PM »
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This thread deserves more than your low-brow ramblings slight
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Re:Mapping Challenge #2
« Reply #699 on: December 19, 2003, 02:40:48 PM »
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Negative
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Re:Mapping Challenge #2
« Reply #700 on: December 21, 2003, 12:20:00 PM »
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i always thought it was similar to haunches...as in hindquarters...but I have heard the saying...and some of us look up words This particular word does have a tree conotation whoever said that...+GGz. Any of a genus (Laurus of the family Lauraceae, the laurel family) or evergreen trees that have alternate entire leaves, small tetramerous flowers surrounded by bracts, and fruits that are ovoid berries, specifically : a tree (L nobilis) of southern Europe with foliage used by the ancient Greeks to crown victors in the Pythian games. |
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Which implies to me that you don't want a tree to go up you :
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Re:Mapping Challenge #2
« Reply #701 on: December 21, 2003, 01:25:04 PM »
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Congratulations Tenshi, that was the 700th reply in this thread
Anyone got anything relevant to say?
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Re:Mapping Challenge #2
« Reply #702 on: December 21, 2003, 02:33:59 PM »
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the world needs more tenshi computers What do you want from me man, I got no skillz when it comes to this kind of stuff (apparently, since I can't even figure out this software of yours)... Don't worry though, that's the trend of my life lately...the one thing I know I've learned in college, I'm a dumbass.
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Re:Mapping Challenge #2
« Reply #703 on: December 21, 2003, 04:36:39 PM »
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Lol, that was just my way of asking Deuce and slight to check in
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Re:Mapping Challenge #2
« Reply #704 on: December 22, 2003, 08:32:40 AM »
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You're a sneaky bloke, aren't you.
I am almost finished with the hummer. I had to touch up a couple of the textures, but that was not too hard. I *SHOULD* have a zipped up prefab for you tonight, provided I can get 30 minutes or so to myself.
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Re:Mapping Challenge #2
« Reply #705 on: December 22, 2003, 09:57:23 PM »
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OK... here you go.
http://home.adelphia.net/~rwalls01/hummer.zip
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Re:Mapping Challenge #2
« Reply #706 on: December 22, 2003, 11:43:30 PM »
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yeah i'm still here..i've just been busy as hell entertaining my japanese guests. maybe i'll wake up early and finish up the design for my shipping building (in other words..move boxes)
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Re:Mapping Challenge #2
« Reply #707 on: December 23, 2003, 09:35:44 AM »
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You guys had to be awkward didn't you? The hummer and pimpmobile don't fit in the parking spaces! I suppose that's realistic in a sense because they're both big cars in real life...anyway it doesn't matter - they'll just have to stick out or occupy two spaces or something
I've replaced the plain asphalt in the bottom floor of the garage with the parking spaces, dotted lines etc. I also started making some textures for the garage walls too but they're not done yet.
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Re:Mapping Challenge #2
« Reply #708 on: December 23, 2003, 10:07:47 AM »
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You know.... I didn't try the hummer in game, so it might be a bit big. I based the size off of a real hummer, so I think it should be close, but if it looks way to big then we can always shrink it.
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Re:Mapping Challenge #2
« Reply #709 on: December 23, 2003, 10:19:26 AM »
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i took the dimensions you had previously given me for a car, and made it slightly longer because my pimpmobile likes to have extra leg space
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Re:Mapping Challenge #2
« Reply #710 on: December 23, 2003, 12:04:14 PM »
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I'm not saying the dimensions are wrong I'm just saying it's typical that you both picked cars that would be too big for the spaces! Don't worry about it
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Re:Mapping Challenge #2
« Reply #711 on: December 23, 2003, 12:42:56 PM »
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grounded, i will make a VW Bug just for you.
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Re:Mapping Challenge #2
« Reply #712 on: December 23, 2003, 01:13:15 PM »
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OOO!!!!! I'm going to make an old school Mini, or maybe even a Trabant. I think a Mini would be cool.
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Re:Mapping Challenge #2
« Reply #713 on: December 23, 2003, 02:34:00 PM »
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VW Bugs are called Beetles over here They might be a bit tough to do - lots of curves...
I actually already tried to make a Mini Cooper - I had a decent side on view I just couldn't get matching front and back. I gave up in the end. Feel free to try for yourself
I made an outdoor texture for the walls of the garage that I'm pleased with so at least some progress is being made
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Re:Mapping Challenge #2
« Reply #714 on: December 23, 2003, 02:43:09 PM »
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The new mini cooper is easy enough, as there are pics galore on their website. The old school mini is tough though, probably have to do the texs by hand.
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Re:Mapping Challenge #2
« Reply #715 on: December 24, 2003, 01:32:54 PM »
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More textures made today - interior wall for the garage and a concrete pillar. Getting through them slowly but surely.
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Re:Mapping Challenge #2
« Reply #716 on: December 24, 2003, 03:28:57 PM »
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Very cool. I hope to have some extra time this weekend, and maybe I can bang out a mini and a couple of textures.
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Re:Mapping Challenge #2
« Reply #717 on: December 27, 2003, 12:06:56 PM »
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Mini is ready.... not perfect, but it'll do the job.
Grounded, I figured you deserved some props so I tried to be as accurate as possible with the british style license plate.
http://home.adelphia.net/~rwalls01/mini.zip
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Re:Mapping Challenge #2
« Reply #718 on: December 27, 2003, 01:16:53 PM »
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Nice I actually started making one but since I was at my grandparents for Christmas I haven't had a chance to finish it. You can never have too few car tex anyway
Incidentally, UK regs now go like this: AB53 ABC - first two letters are for location, the two numbers are for time of year and the last three letters are 'random'.
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Re:Mapping Challenge #2
« Reply #719 on: December 27, 2003, 10:21:38 PM »
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Hey, any chance of posting a pic of the garage with the new textures and the vehicles in place?
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Re:Mapping Challenge #2
« Reply #720 on: December 28, 2003, 05:51:16 AM »
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Well both the hummer and the pimpmobile are in the outdoor parking area because they're too big! Right now there are no cars in the garage and the map is uncompiled so it would be a pretty empty looking WC view if anything. I'd rather make a decent compiled version because I think the textures will look a lot better when properly lit.
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Re:Mapping Challenge #2
« Reply #721 on: December 28, 2003, 08:43:55 AM »
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has anyone made a wall texture for the buildings yet?
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Re:Mapping Challenge #2
« Reply #722 on: December 28, 2003, 09:18:48 AM »
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For the garage? Yeah I've made both indoor and outdoor tex.
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Re:Mapping Challenge #2
« Reply #723 on: December 28, 2003, 09:51:22 PM »
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i made some great progress on my shipping building today..the upstairs office area is starting to look more like an office.
before i continue making more textures though..i want to know if someone has already made some of the following textures...so i dont need to make my own:
brick wall texture (that all the buildings have) roof texture stair rail texture any type of concrete texture pattern
i already have a generic crate, cardboard box, and metal wall texture made. i'll post my most up to date wad later on tomorrow
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Re:Mapping Challenge #2
« Reply #724 on: December 29, 2003, 06:04:16 AM »
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I have two plain brick wall tex - one red, one sandstone - and I've been trying to make a greyish one similar in colour to the HL tex but it's not working! As for the three other tex, I haven't done any of them. I was going to take a shot at a concrete floor texture but if you want to make some too then that's fine. Better to pick and choose than to settle eh?
While I haven't made a stair rail texture, I have almost finished a transparent fence texture. Of course since I haven't compiled the map for ages it's hard to tell if you will look any good in game...
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Re:Mapping Challenge #2
« Reply #725 on: December 29, 2003, 09:56:31 AM »
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I have a couple of cement and concrete texs as well, if you want them. One of them is just a base, but could easily be worked into either bricks or floor segments. Let me know if you want any of them.
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Re:Mapping Challenge #2
« Reply #726 on: December 29, 2003, 01:37:09 PM »
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I have now made the plain grey bricks in two different flavours and a light and dark pair of concrete tiles. They can always be changed but they'll do for the moment. I've uploaded the latest edition of cs_reloaded.wad and IMd you the link to download it. Some of the tex are just temps or tests so don't take this as some sort of final product.
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Re:Mapping Challenge #2
« Reply #727 on: January 16, 2004, 10:35:44 AM »
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Are you two still awake?
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Re:Mapping Challenge #2
« Reply #728 on: January 16, 2004, 11:09:50 AM »
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Awake, no..... here, yes.
I know this thread has been quiet lately, I just haven't had much free time. I'm job searching (because my work scheudle was forcable changed on me), and that plus the baby has killed any spare time I normally have.
Whats the current status?
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Re:Mapping Challenge #2
« Reply #729 on: January 16, 2004, 03:57:21 PM »
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Current status is me painting the current brushwork with new tex/making said new tex. I've been ill this last week though so no progress has been made. Deuce is supposed to be doing a proper interior for the ground floor of his shipping building - can't remember what we delegated to you. Modelling maybe?
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Re:Mapping Challenge #2
« Reply #730 on: January 16, 2004, 04:16:55 PM »
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I was going to do some moddelling, but sadly I don't think that I will have the time. Moddelling takes a while, and even to do a few simple ones would be some serious work. I was working on some textures, and the last mapping I did was the H2 and mini vehicle prefabs.
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Re:Mapping Challenge #2
« Reply #731 on: January 16, 2004, 04:53:34 PM »
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Don't worry, we can get by without models. In fact there's not a lot more input needed from either you or Deuce (except his new floorplan) until the next edition. Down to me, and I will get back to it when I'm feeling better.
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Re:Mapping Challenge #2
« Reply #732 on: January 16, 2004, 11:32:59 PM »
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i'll have my shipping building layout finished by the end of the weekend (along with custom textures hopefully)
after that, i can do any texture work you require to be done
maybe we can speed up the process if we set a due date for the next beta to be done so we have something to work towards too
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Re:Mapping Challenge #2
« Reply #733 on: January 17, 2004, 06:07:57 AM »
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I don't want to set any dates - like I said, I haven't been feeling well lately.
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Re:Mapping Challenge #2
« Reply #734 on: January 17, 2004, 06:23:11 AM »
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Having said that I just finished the mini.
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Re:Mapping Challenge #2
« Reply #735 on: January 17, 2004, 02:27:07 PM »
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SWEET!!
Screenshots make me randy.
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Re:Mapping Challenge #2
« Reply #736 on: January 17, 2004, 09:45:26 PM »
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ok, my final layout is just about done..i'm just adding in my own personal touches and signatures
there are some textures there that are still halflife.wad, but the important ones are now custom
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Re:Mapping Challenge #2
« Reply #737 on: January 18, 2004, 06:37:42 AM »
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Have you done the warehouse floor too? (i.e. where we just have boxes right now)
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Re:Mapping Challenge #2
« Reply #738 on: January 18, 2004, 11:33:05 AM »
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It's nice to see activity here again.
[chanting] B3! B3! B3! B3! . . . [/chanting]
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Re:Mapping Challenge #2
« Reply #739 on: January 18, 2004, 02:56:42 PM »
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Re:Mapping Challenge #2
« Reply #740 on: January 18, 2004, 03:14:21 PM »
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well, i;ve rearranged some boxes to make it more hostie friendly, and added in delivery boxes. other then that i cant thing of anything else that would be appropriate to put in there except for a forklift.
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Deuce
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Re:Mapping Challenge #2
« Reply #741 on: January 18, 2004, 06:59:41 PM »
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here ya go. i hereby give you all rights to change what is necessary (mind you the poster stating how much greater i am compared to you doesnt need fixing)
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Grounded
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Re:Mapping Challenge #2
« Reply #742 on: January 19, 2004, 06:21:37 AM »
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Me = Connoisseur.
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Re:Mapping Challenge #2
« Reply #743 on: January 19, 2004, 08:11:41 AM »
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Yay!
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Deuce
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Re:Mapping Challenge #2
« Reply #744 on: January 19, 2004, 09:19:38 AM »
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i refuse to participate anymore until i get CSR God under my name.
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Grounded
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Re:Mapping Challenge #2
« Reply #745 on: January 19, 2004, 10:49:44 AM »
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i refuse to participate anymore until i get CSR God under my name.
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That's an unexpected bonus
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Deuce
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Re:Mapping Challenge #2
« Reply #746 on: January 19, 2004, 11:04:25 AM »
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blah to you too.
have you had a chance to check out my building yet?
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Re:Mapping Challenge #2
« Reply #747 on: January 19, 2004, 11:08:04 AM »
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i refuse to participate anymore until i get CSR God under my name.
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That's an unexpected bonus
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lmao!
Deuce, it's more work than it's worth. I don't want to have to customize yabb anymore than I already have. You might want to check out the betas for YaBBSE's successor: SMF, though. Maybe that will have more slots for titles. Of course, that's another piece of software that will probably never get past the alpha stage... kind of like HL2.
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Deuce
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Re:Mapping Challenge #2
« Reply #748 on: January 19, 2004, 11:17:44 AM »
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oh come on now..you have [Wumpa] and Board admin under your name..i imagine it is easy to add CSR God to me
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Grounded
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Re:Mapping Challenge #2
« Reply #749 on: January 19, 2004, 01:04:31 PM »
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Yes I have looked at your building and have copied most of the upper floor details across. However I was not impressed with your lack of imagination in the warehouse floor I'll put some tables and stuff in to try and break up the gigantic piles of cardboard boxes...
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Deuce
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Re:Mapping Challenge #2
« Reply #750 on: January 19, 2004, 01:26:18 PM »
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meh..as it was i thought i might have had a high poly count, so i didnt want to go overboard with stuff.
feel free to change what is required
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Re:Mapping Challenge #2
« Reply #751 on: January 19, 2004, 01:32:59 PM »
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oh come on now..you have [Wumpa] and Board admin under your name..i imagine it is easy to add CSR God to me
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You're right, I found a way. But I figured "CSR God" wasn't strong enough to describe your incredible clout around here. I gave you a new title that I think is much more apt.
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« Last Edit: January 20, 2004, 08:33:16 AM by Porter » |
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Deuce
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Re:Mapping Challenge #2
« Reply #752 on: January 19, 2004, 01:37:09 PM »
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meh. it will do for now
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Re:Mapping Challenge #2
« Reply #753 on: January 20, 2004, 06:55:31 AM »
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meh..as it was i thought i might have had a high poly count, so i didnt want to go overboard with stuff.
feel free to change what is required
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Think of it this way: in the corner you have, say, 6 boxes. Now you could use 5 box shapes to make a table and then have 1 box on top of the table and keep almost exactly the same number of polys. It's not that big a deal - it'll be quicker just for me to do it rather than have you do it and send it to me
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Deuce
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Re:Mapping Challenge #2
« Reply #754 on: January 20, 2004, 07:56:27 AM »
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then do it up boy.
and with that my usefullness has gone down from none to none -1. what else do you want me to work on grounded? i was going to do a couple more cars for the fun of it anyway..need more textures too?
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Re:Mapping Challenge #2
« Reply #755 on: January 20, 2004, 09:49:07 AM »
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i'm getting better and quicker at this
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Re:Mapping Challenge #2
« Reply #756 on: January 20, 2004, 11:02:41 AM »
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Good effort - make the windows black though please
More cars are definitely needed - the mini is a little lonely all by itself in the big parking garage! I started work on it yesterday, adding the new route. I still don't think we should add another escape zone but at least this way you can get through the garage more easily and hence (as CT) aren't forced into the tighter route between the garage and the lobby.
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slightcrazed
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Re:Mapping Challenge #2
« Reply #757 on: January 20, 2004, 11:21:28 AM »
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I can throw together a couple vehicles too. I didn't want to do too many, I figured you guys would have some too.
Any suggestions for vehicles?
slight
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Re:Mapping Challenge #2
« Reply #758 on: January 20, 2004, 11:51:47 AM »
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i'm making a van..and probably another basic car after.
try making a VW Bug
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Re:Mapping Challenge #2
« Reply #759 on: January 20, 2004, 12:09:08 PM »
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Might be a little high poly with all the curves, but I'll give it a go.
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Re:Mapping Challenge #2
« Reply #760 on: January 20, 2004, 02:51:59 PM »
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done
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Re:Mapping Challenge #2
« Reply #761 on: January 20, 2004, 04:48:46 PM »
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slight - rock out as many as you possibly can. If we have excess then...well then we have excess!
Deuce - closer but I'm talking RGB 0 0 0 i.e. black. You know, like the opposite of white You did black windows on the caddy didn't you?
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Re:Mapping Challenge #2
« Reply #762 on: January 20, 2004, 05:07:15 PM »
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my god i cant do anything right for you grounded. geesh!
no the caddy's windows were that color too.
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Re:Mapping Challenge #2
« Reply #763 on: January 21, 2004, 12:34:10 PM »
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I started work on a Volkswagen GTI yesterday... nice and boxy (= low poly)
slight
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Re:Mapping Challenge #2
« Reply #764 on: January 21, 2004, 01:08:13 PM »
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I just had a look at the caddie's windows and yes, you're right, they were a similar colour but you made them look a lot more like glass. Don't worry about it - I'll copy the glass stuff over myself.
slight - good, now finish it!
Btw, textures needed: exterior roof, interior ceilings, alternative concrete floors to mine, a big crate texture (128x192 I think is the size - look at the map, you'll know the one I'm talking about).
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Re:Mapping Challenge #2
« Reply #765 on: January 21, 2004, 01:46:42 PM »
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alternative concrete floors to mine |
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the concrete in my shipping building is quite nice..try using that and see how it looks
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Re:Mapping Challenge #2
« Reply #766 on: January 21, 2004, 04:11:24 PM »
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Yeah I saw that, but I thought it didn't look quite like a floor. Not sure what it is about, maybe too rough? I was thinking like square concrete tiles or concrete with a repeating pattern - like the HL 'TNNL' tex we've been using.
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Re:Mapping Challenge #2
« Reply #767 on: January 21, 2004, 11:38:53 PM »
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yeah yeah..i'm on it..along with the other textures you need..
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Re:Mapping Challenge #2
« Reply #768 on: January 22, 2004, 12:29:48 PM »
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tile floor
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Re:Mapping Challenge #2
« Reply #769 on: January 22, 2004, 12:30:13 PM »
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metal roof
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Deuce
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Re:Mapping Challenge #2
« Reply #770 on: January 22, 2004, 12:32:28 PM »
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big crate
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Re:Mapping Challenge #2
« Reply #771 on: January 22, 2004, 04:06:52 PM »
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Cheater! You can't just stretch the smaller crate The other two are fine though - might darken the roof up depending on how it lights up in game.
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Re:Mapping Challenge #2
« Reply #772 on: January 22, 2004, 04:38:46 PM »
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i was wondering if you would notice that
here's a real big crate texture to go along with the other crates. for the top of the crate use the regular square one i suppose
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Re:Mapping Challenge #2
« Reply #773 on: January 22, 2004, 04:42:53 PM »
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and here is the wad with the big crate, concrete floor, and three different shades of the metal roof so your highness can choose the appropriate darkness
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update.wad « Last Edit: January 22, 2004, 04:43:09 PM by Deuce » |
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Re:Mapping Challenge #2
« Reply #774 on: January 23, 2004, 10:31:10 AM »
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Thank you. And I'd appreciate it if you gave 'Your Highness' the capital letters it deserves, peasant.
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Re:Mapping Challenge #2
« Reply #775 on: January 25, 2004, 08:11:52 AM »
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i'm at the Vermont Teddy Bear Company all day..is there any thing i should observe to get better ideas for any of our warehouses or buildings?
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Re:Mapping Challenge #2
« Reply #776 on: January 25, 2004, 08:28:33 AM »
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How about you just observe everything and then tell us the things that you think are relevant?
And bring me back a teddy bear.
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Re:Mapping Challenge #2
« Reply #777 on: January 25, 2004, 09:23:20 AM »
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give me the $50 and i'll send you a bear
one big thing i've noticed is that our ceilings are so empty. the roofs here are covered with metal pipes and support beams. there are also boxes everywhere..the boxes in my shipping building is actually quite a nice replica to the real thing
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Re:Mapping Challenge #2
« Reply #778 on: January 25, 2004, 11:09:06 AM »
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the boxes in my shipping building is actually quite a nice replica to the real thing
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How did I know you were going to say that
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slightcrazed
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Re:Mapping Challenge #2
« Reply #779 on: January 25, 2004, 04:06:48 PM »
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Anyone wanna go golfing?
The licenseplate, incase you can't read it in the pic says 'BEPRTER'. I figured our friend Porter deserved a nice ride.
golf.map golf.wad
Just an FYI grounded, I used the tire tread texture from the mini wad.
slight
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« Last Edit: January 25, 2004, 04:07:42 PM by slightcrazed » |
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Re:Mapping Challenge #2
« Reply #780 on: January 25, 2004, 05:31:36 PM »
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Eh heh. That's awesome!
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Re:Mapping Challenge #2
« Reply #781 on: January 26, 2004, 05:18:16 AM »
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Sweet. The map file isn't right though - I try to download it and all I get is 765 bytes worth of nothing much. Strangely, the wad downloads okay.
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Deuce
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Re:Mapping Challenge #2
« Reply #782 on: January 26, 2004, 10:08:55 AM »
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nice car pics. same problem as grounded though..i get nothing when trying to download.
grounded, when you have the chance, could you send me an updated .map of b3 and maybe even a compiled bsp of what you have now with everything in it? i want to go through it and see what else i can make (more importantly in the easter egg department )
not to mention i have even more ideas for my shipping building to make it look spoofier. also, i want to start working on a new room for the map. i'll send ya specifics when i get home from classes
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Re:Mapping Challenge #2
« Reply #783 on: January 26, 2004, 01:27:56 PM »
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I haven't really done enough work on it to warrant sending you another copy plus I'd need to send you another new wad file. Almost everything I've done is replacing textures and I've only recently starting modifying the brushwork. If I get round to compiling it soon then I'll upload the bsp somewhere but, as I said before, I've not been feeling that great lately and hence haven't really spent much time on the map. Are you that desperate for the .map?
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slightcrazed
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Re:Mapping Challenge #2
« Reply #784 on: January 26, 2004, 05:19:57 PM »
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File is fine... the problem is that adelphia's server thinks it's an html file, and screws it up... I attached it to this message instead.....
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Re:Mapping Challenge #2
« Reply #785 on: January 26, 2004, 05:20:23 PM »
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bwah. take your time.. i just wanted to see the progress so i can see what else i can help with.
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Re:Mapping Challenge #2
« Reply #786 on: January 26, 2004, 05:23:13 PM »
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Grounded, when you say not feeling good.... should we be worried about you? You've been not feeling good for a while.
slight
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Re:Mapping Challenge #2
« Reply #787 on: January 26, 2004, 05:33:27 PM »
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grounded..are..you... dieing?
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Re:Mapping Challenge #2
« Reply #788 on: January 26, 2004, 10:20:39 PM »
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grounded..i have 6 hours of free time tomorrow between school and work. give me something to do for the map tomorrow. anything. take advantage of this oppurtunity.
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Re:Mapping Challenge #2
« Reply #789 on: January 27, 2004, 05:38:33 AM »
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"Grounded, when you say not feeling good.... should we be worried about you? You've been not feeling good for a while."
Aw shucks Don't be worried. Whenever I've been really ill it always takes me a long time to get over it - last year I missed a total of around 5 weeks of term just because I caught the flu a couple of times.
Deuce - I'm struggling to come up with things to satisfy your ravenous mapping appetite. One thing you could have a go at is making a transparent fence texture (I've had a go and the results are fair-to-middling). Just use the dimensions of the HL fence texture that's currently in the map. Failing that, another different looking crate texture wouldn't go amiss. Just go where the mood takes you
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Re:Mapping Challenge #2
« Reply #790 on: January 27, 2004, 06:21:34 AM »
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another crate texture?!? but mine already totally pwns!!!!
alright. fence, crate, and i'll do more work on my other room. you should respond to your PM's. especcially when it says you have a new message
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Re:Mapping Challenge #2
« Reply #791 on: January 27, 2004, 10:19:19 AM »
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you should respond to your PM's. especcially when it says you have a new message
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Comments like that aren't going to get you a .map file any faster smartguy And I did read the message, I just wasn't ready to respond to it yet. Be patient grasshopper.
Your crate texture is serviceable ( double ) but I think it would be better to have two different textures to kind of break things up a bit. The way we've made the map there is going to be a lot of texture repetition so the more variation we can introduce the better.
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Re:Mapping Challenge #2
« Reply #792 on: January 27, 2004, 10:55:02 AM »
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Did Grounded just use an ACTUAL quote?
Wow, he IS dying!
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Deuce
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Re:Mapping Challenge #2
« Reply #793 on: January 27, 2004, 11:01:24 AM »
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not only did he use a real quote, he also didnt respond to my PM yet!
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Re:Mapping Challenge #2
« Reply #794 on: January 27, 2004, 11:07:29 AM »
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I started work on a couple of 'multi-box' textures. I started work at a textile manufacturer on Monday and I got a tour of the plant, and they had a bunch of palletts with tons of small boxes stacked on them. I thought that it would make a cool texture so I am going to make one.
I also am working on a diamond plate texture, and a painted brick wall texture. If I can get them to look right you'll have them.
slight
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Grounded
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Re:Mapping Challenge #2
« Reply #795 on: January 27, 2004, 01:24:01 PM »
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Porter - I would direct you to the previous page in this thread, on which I blatantly use a quote.
Deuce - Do you want to be slapped? I'm not replying because I am not ready to reply yet. I want to be able to use the phrase 'and here's one I made earlier' except I haven't made one yet.
slight - wtf is diamond plate?
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slightcrazed
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Re:Mapping Challenge #2
« Reply #796 on: January 27, 2004, 01:35:40 PM »
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Diamond plate.
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Porter
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Re:Mapping Challenge #2
« Reply #797 on: January 27, 2004, 01:37:02 PM »
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Ooooo.....
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[Wumpa] Porter --Silent, professional, lethal... sometimes.
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slightcrazed
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Re:Mapping Challenge #2
« Reply #798 on: January 27, 2004, 02:46:39 PM »
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Mind you, that's not my texture (or even my texture base), but it will be similar, tileable, very dirty (as it should be) and should make a good filler texture.
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Deuce
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Re:Mapping Challenge #2
« Reply #799 on: January 27, 2004, 03:22:59 PM »
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i've already made a couple..but we could use more
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