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 Nexuiz Mapping

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iron [PK]
charlie bravo
organic
kay
qbit
DieHappy
Art
tceins@playerkiller.de
Thalan
Slatte
Fant1
painless
-maniac|Su-
Ravage
Lady Doom
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lost
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DieHappy
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DieHappy


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PostSubject: Re: Nexuiz Mapping   Nexuiz Mapping - Page 11 Icon_minitimeFri Jun 05, 2009 9:38 pm

I searched for some music, but it is so awesome.
I need 2 minutes loading time for each song and then i hear some midi musik...
But the new texture is great. Think i schould learn to work with Gimp.

Here is Cube in the final version.
Nexuiz Mapping - Page 11 2004vgm


Cube
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Banshee
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Banshee


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PostSubject: Re: Nexuiz Mapping   Nexuiz Mapping - Page 11 Icon_minitimeFri Jun 05, 2009 11:01 pm

Shocked wow great work DH!!! cheers
Im still working on 5th Element, so busy at work that Im unable to finish it... but I hope it will be ready until 10th of this month, however we won't be in town @ 10 th may Neutral
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Growl
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PostSubject: Re: Nexuiz Mapping   Nexuiz Mapping - Page 11 Icon_minitimeSat Jun 06, 2009 1:19 am

Looks nice Smile

You really get better with it bounce
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painless
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painless


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PostSubject: Re: Nexuiz Mapping   Nexuiz Mapping - Page 11 Icon_minitimeSat Jun 06, 2009 2:13 am

yep nice map die happy

and why should u learn how to use gimP ?¿ i hate gimp Wink
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DieHappy
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PostSubject: Re: Nexuiz Mapping   Nexuiz Mapping - Page 11 Icon_minitimeSat Jun 06, 2009 5:04 am

Lost made the wall texture in Gimp that is why.
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painless
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painless


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PostSubject: Re: Nexuiz Mapping   Nexuiz Mapping - Page 11 Icon_minitimeSat Jun 06, 2009 7:07 am

so u can put every texture u want on walls or things or so on....

wait i can show u
Nexuiz Mapping - Page 11 14671978
are just a few of textures Very Happy wall water fire and so on i have a lot of grunge and so on maybe i can help u with textures ?¿
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DieHappy
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PostSubject: Re: Nexuiz Mapping   Nexuiz Mapping - Page 11 Icon_minitimeSat Jun 06, 2009 9:06 pm

Yes please, that would be fine.
I love build things in radiant, but dont like to build or search textures.
Your examples loking very good, like the bubble wather and the wood.
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Banshee
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PostSubject: Re: Nexuiz Mapping   Nexuiz Mapping - Page 11 Icon_minitimeSat Jun 06, 2009 9:08 pm

mmm Smile nice textures m8, thank U for sharing Smile
I need to get over one small thing with 5th element and if I can manage to take care of it today, it shall be ready for testing Smile
heehee another surprise waiting for U all on that map Smile
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painless
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PostSubject: Re: Nexuiz Mapping   Nexuiz Mapping - Page 11 Icon_minitimeSat Jun 06, 2009 11:47 pm

die happy send me a pm with textures u would like
and i can send them
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Banshee
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PostSubject: Re: Nexuiz Mapping   Nexuiz Mapping - Page 11 Icon_minitimeSun Jun 07, 2009 3:06 am

Im so helluva busy lately that I can hardly manage to do some mapping Sad
but I'll keep in mind that m8 Smile this busy period can't last for ever Smile I have few projects in queue bounce
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Banshee
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PostSubject: Re: Nexuiz Mapping   Nexuiz Mapping - Page 11 Icon_minitimeMon Jun 08, 2009 6:18 am

get it, test it, comment it.
I had to resign of idea with dome, whole time degenerated patch error no matter what I was doing with it Neutral
http://odsiebie.com/pokaz/3383041---6609.html
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lost
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PostSubject: Re: Nexuiz Mapping   Nexuiz Mapping - Page 11 Icon_minitimeMon Jun 08, 2009 7:41 am

Firstly, congrats on one of the best looking maps I've seen! cheers

The sounds in each element add a nice touch - how's that done btw? There's several cool & original ideas in this map, the floating roof, names in the sky & the element temples are all great. There's one thing I've not figured out yet & that's the thing in the centre, can we get in there? (edit: hehe, how blind am I? Nice little tribute to your original) Wink

2 problems tho m8, a minor one in the water reflection from within (see 2nd screenshot). The other is performance, it's the 1st map that's ever brought my rig to its knees, I hope we can tweak it a little.

Screens:
Nexuiz Mapping - Page 11 TMXNvZg Nexuiz Mapping - Page 11 TMXNvZw Nexuiz Mapping - Page 11 TMXNvaA Nexuiz Mapping - Page 11 TMXNvaQ
(forgot to turn sky on...)
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Growl
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PostSubject: Re: Nexuiz Mapping   Nexuiz Mapping - Page 11 Icon_minitimeMon Jun 08, 2009 5:56 pm

Very nice look banshee =)

But u know Agrypnie changes his name to Agrypnos?...that's the only "fault" i could find *lol*

That's a sign for the great work u did.

Maybe u should go away from the quadratic look of the map? Maybe make the Ground more curved or raise it at the borders to see that the level ends there?
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Banshee
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PostSubject: Re: Nexuiz Mapping   Nexuiz Mapping - Page 11 Icon_minitimeMon Jun 08, 2009 6:12 pm

ahh I didnt want quadratic look, it was supposed to be round, and covered with glass/zap dome, but it caused errors all the time so I gave up that idea. and I made square floor just for testing, its gonna be different, like based on octagon with glass walls on every side or sumtin. and same shit with reflecting water- my fps dropped to 15, it kills my rig too Sad
these additional sounds -> place target_speaker and type "noise" and path to sound et voila^^however this makes pk3 file bigger(.wav sound files, honestly I didnt try to reduce their size). only the water kills rigs, when I turned off reflection - 400 fps, sad cuz the reflecting water gives that map great look, dunno how to solve that but I hope we can find a solution.
heh I even included Die Happy as U probably noticed^^ ok I will change Agrypnie to Agrypnos in meanwhile.
if not the water/dropping fps it would be really great...
and thank U Smile
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Growl
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PostSubject: Re: Nexuiz Mapping   Nexuiz Mapping - Page 11 Icon_minitimeMon Jun 08, 2009 6:18 pm

U can replace the *wav with *ogg files for getting a smaller pk3.

Sadly I can't help u with the fps-drop @ waters...maybe u should ask @ ninjaz?
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Banshee
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PostSubject: Re: Nexuiz Mapping   Nexuiz Mapping - Page 11 Icon_minitimeMon Jun 08, 2009 6:22 pm

Im gonna do that m8 Smile
too bad the idea with dome didnt make it Neutral maybe U have some ideas for shape of floor?
octagon or more/less sides?
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Growl
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PostSubject: Re: Nexuiz Mapping   Nexuiz Mapping - Page 11 Icon_minitimeMon Jun 08, 2009 6:40 pm

Oktagon would fit good I think.

You could put the 4 surrounding temples on hills to take away the "flat-look" of the ground...
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Banshee
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PostSubject: Re: Nexuiz Mapping   Nexuiz Mapping - Page 11 Icon_minitimeMon Jun 08, 2009 6:48 pm

hmm what about floating temples? Twisted Evil Question What a Face
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Growl
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PostSubject: Re: Nexuiz Mapping   Nexuiz Mapping - Page 11 Icon_minitimeMon Jun 08, 2009 7:44 pm

Floating temples is also nice lol!

But when they float they will be visible from every point of the map and that will take some frames too
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Banshee
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PostSubject: Re: Nexuiz Mapping   Nexuiz Mapping - Page 11 Icon_minitimeMon Jun 08, 2009 9:15 pm

hmm ok, so no floating temples^^I'll figure something Cool
edit:
hmm I did some research about that damn water, it seems that there is nothing I can do...except changing my rig to powerful monster Sad
so it looks like I need to change that texture or we won't be able to play on that map. ehhh...
I'll put something instead of that one, it wont be so visually pleasant tho but I choose playability not eye candy.
guess it's right decision, what U think?
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lost
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PostSubject: Re: Nexuiz Mapping   Nexuiz Mapping - Page 11 Icon_minitimeMon Jun 08, 2009 9:52 pm

I'm testing out a couple of water shaders now for ya m8, I'll let you know how it goes. Building with tzorkwater-blue now & will try TreasureIsland later.

In the meantime, encoded the element sounds 4 ya: http://omploader.org/vMXNybg
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Banshee
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PostSubject: Re: Nexuiz Mapping   Nexuiz Mapping - Page 11 Icon_minitimeMon Jun 08, 2009 10:26 pm

cheers thank You m99999999 ^^ Cool cheers
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DieHappy
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PostSubject: Re: Nexuiz Mapping   Nexuiz Mapping - Page 11 Icon_minitimeMon Jun 08, 2009 11:11 pm

Hey Banshee, you build again a nice map. Smile
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lost
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PostSubject: Re: Nexuiz Mapping   Nexuiz Mapping - Page 11 Icon_minitimeTue Jun 09, 2009 1:05 am

I ended up modifying a shader for ya. Wink

Put this in your scripts dir:

liquids.shader
Code:
//Water for Q3texture, temp use.
//This shader is for DarkPlaces Engine - Nexuiz

textures/liquids/clear_ripple3
{
   qer_editorimage textures/water/pool3d_5e.jpg
   qer_trans 0.5
   surfaceparm trans
   surfaceparm nonsolid
   surfaceparm water
   deformVertexes wave 150.0 sin 2 5 0.25 0.1
   Q3map_TessSize 128
   cull none
   {
      map textures/water/pool3d_5e.jpg
      blendFunc add
      rgbGen vertex
   }
}

textures/water/tzorkwater_trans
{
   qer_editorimage textures/water/tzorkwater-blue.jpg
   qer_trans 0.5
   surfaceparm trans
   surfaceparm nonsolid
   surfaceparm water
   deformVertexes wave 150.0 sin 2 5 0.25 0.1
   Q3map_TessSize 128
   cull none
   {
      map textures/water/tzorkwater-blue.jpg
      blendFunc add
      rgbGen vertex
   }
}

& add liquids to your shader.txt. Then open up NetRad, select 'flush & reload shaders' from the tools menu above the texture/shader browser & you should now see water/tzorkwater_trans. Wink

Screens:
Nexuiz Mapping - Page 11 TMXNzaA Nexuiz Mapping - Page 11 TMXNzaQ Nexuiz Mapping - Page 11 TMXNzag
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Growl
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PostSubject: Re: Nexuiz Mapping   Nexuiz Mapping - Page 11 Icon_minitimeTue Jun 09, 2009 3:38 am

U are a genious Shocked Shocked Shocked


Can u make a tutorial about shaders and how they work? I would really like to know how...
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