| Nexuiz Mapping | |
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+19iron [PK] charlie bravo organic kay qbit DieHappy Art tceins@playerkiller.de Thalan Slatte Fant1 painless -maniac|Su- Ravage Lady Doom Bommel lost Banshee Growl 23 posters |
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DieHappy Forums Moderator
Posts : 279 Join date : 2009-04-28
| Subject: Re: Nexuiz Mapping Fri 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. Cube | |
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Banshee Side Admin
Posts : 992 Join date : 2008-06-10 Location : China
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Growl Side Admin
Posts : 980 Join date : 2008-07-20 Location : Germany
| Subject: Re: Nexuiz Mapping Sat Jun 06, 2009 1:19 am | |
| Looks nice You really get better with it | |
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painless Inactiv Clan Member
Posts : 742 Join date : 2008-11-13 Location : Italy
| Subject: Re: Nexuiz Mapping Sat Jun 06, 2009 2:13 am | |
| yep nice map die happy and why should u learn how to use gimP ?¿ i hate gimp | |
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DieHappy Forums Moderator
Posts : 279 Join date : 2009-04-28
| Subject: Re: Nexuiz Mapping Sat Jun 06, 2009 5:04 am | |
| Lost made the wall texture in Gimp that is why. | |
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painless Inactiv Clan Member
Posts : 742 Join date : 2008-11-13 Location : Italy
| Subject: Re: Nexuiz Mapping Sat 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 are just a few of textures 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 Forums Moderator
Posts : 279 Join date : 2009-04-28
| Subject: Re: Nexuiz Mapping Sat 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 Side Admin
Posts : 992 Join date : 2008-06-10 Location : China
| Subject: Re: Nexuiz Mapping Sat Jun 06, 2009 9:08 pm | |
| mmm nice textures m8, thank U for sharing 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 heehee another surprise waiting for U all on that map | |
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painless Inactiv Clan Member
Posts : 742 Join date : 2008-11-13 Location : Italy
| Subject: Re: Nexuiz Mapping Sat 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 Side Admin
Posts : 992 Join date : 2008-06-10 Location : China
| Subject: Re: Nexuiz Mapping Sun Jun 07, 2009 3:06 am | |
| Im so helluva busy lately that I can hardly manage to do some mapping but I'll keep in mind that m8 this busy period can't last for ever I have few projects in queue | |
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Banshee Side Admin
Posts : 992 Join date : 2008-06-10 Location : China
| Subject: Re: Nexuiz Mapping Mon Jun 08, 2009 6:18 am | |
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lost Side Admin
Posts : 1417 Join date : 2008-06-12 Location : England
| Subject: Re: Nexuiz Mapping Mon Jun 08, 2009 7:41 am | |
| Firstly, congrats on one of the best looking maps I've seen! 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) 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: (forgot to turn sky on...) | |
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Growl Side Admin
Posts : 980 Join date : 2008-07-20 Location : Germany
| Subject: Re: Nexuiz Mapping Mon 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 Side Admin
Posts : 992 Join date : 2008-06-10 Location : China
| Subject: Re: Nexuiz Mapping Mon 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 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 | |
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Growl Side Admin
Posts : 980 Join date : 2008-07-20 Location : Germany
| Subject: Re: Nexuiz Mapping Mon 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 Side Admin
Posts : 992 Join date : 2008-06-10 Location : China
| Subject: Re: Nexuiz Mapping Mon Jun 08, 2009 6:22 pm | |
| Im gonna do that m8 too bad the idea with dome didnt make it maybe U have some ideas for shape of floor? octagon or more/less sides? | |
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Growl Side Admin
Posts : 980 Join date : 2008-07-20 Location : Germany
| Subject: Re: Nexuiz Mapping Mon 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 Side Admin
Posts : 992 Join date : 2008-06-10 Location : China
| Subject: Re: Nexuiz Mapping Mon Jun 08, 2009 6:48 pm | |
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Growl Side Admin
Posts : 980 Join date : 2008-07-20 Location : Germany
| Subject: Re: Nexuiz Mapping Mon Jun 08, 2009 7:44 pm | |
| Floating temples is also nice 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 Side Admin
Posts : 992 Join date : 2008-06-10 Location : China
| Subject: Re: Nexuiz Mapping Mon Jun 08, 2009 9:15 pm | |
| hmm ok, so no floating temples^^I'll figure something 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 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 Side Admin
Posts : 1417 Join date : 2008-06-12 Location : England
| Subject: Re: Nexuiz Mapping Mon 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 Side Admin
Posts : 992 Join date : 2008-06-10 Location : China
| Subject: Re: Nexuiz Mapping Mon Jun 08, 2009 10:26 pm | |
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DieHappy Forums Moderator
Posts : 279 Join date : 2009-04-28
| Subject: Re: Nexuiz Mapping Mon Jun 08, 2009 11:11 pm | |
| Hey Banshee, you build again a nice map. | |
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lost Side Admin
Posts : 1417 Join date : 2008-06-12 Location : England
| Subject: Re: Nexuiz Mapping Tue Jun 09, 2009 1:05 am | |
| I ended up modifying a shader for ya. Put this in your scripts dir: liquids.shader - Code:
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//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. Screens: | |
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Growl Side Admin
Posts : 980 Join date : 2008-07-20 Location : Germany
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