Commented 19 years ago2005-04-21 01:47:54 UTC
in vault item: de_innercityComment #6920
rowleybob:
Thank you very much. You are right, this map is quite poor in details like that you mentioned but I don't believe I'll ever make any changes to this map as I'm very very lazy, but I'll surely remember that in my next map if there will be any ;).
Commented 19 years ago2005-04-20 21:30:26 UTC
in vault item: De_csnsComment #6919
"it's fast... ist only 2.70 Mb" Well, while I was downloading, it only went 4 KB/s. I'm not saying the file is big, I'm saying the download was slow.
"if I not to put no texture I go to appear those squares rose color..." I don't get what you're saying. What I said about using the texture "null" might've been confusing. I think what you mean is if you put no texture on a face, it'll turn white? What I meant about using "null" is using an actual texture that is named "null", not giving it no texture at all. If you have a somewhat new version of Zoner compile tools, it should come with a WAD named zhlt.wad. Inside there is a texture named "null". What you do is use the texture application tool (the one with a picture of a checkered cube colored differently), select the face you want to strip the face of, and apply the null texture to it. That way, when you compile it with the compile tools that came with the zhlt.wad, the compiler will take away that face so the engine doesn't render it.
Commented 19 years ago2005-04-20 18:54:43 UTC
in vault item: cs_retreatComment #6918
Yes yes I am already using a blend texture obviously. I wouldn't say I have used displacements wrongly - but as you might have guessed the reason some areas look stretched is because the faces of the displacements themselves are stretched. I am going to edit the displacements to smooth them off and reduce the length of the problem faces and also fiddle around with texture scale (I am thinking of creating a custom blend texture to allow a good low scale without to much of a tiling effect).
I will change the computer prop no problem as yes it does look pretty weird :S
And to better the detail? Do you mean more? or improve on whats there? Any suggestions?
Commented 19 years ago2005-04-20 18:37:28 UTC
in vault item: tfr_aztecComment #6913
that might be a little too much work its large as it stands in fact the edges of the map are just on the limits of the maximum sized map
i might be able to work something out for the sewer as for the low grav i suppose i might be able to do something in the middle of the map out of curiosity do u think 220 would be good for middle i can work out the temple hieght and all id remove the buyzones or make them extremely hard to get to as well as hard to jump to or whatever id probably just put a pistol up there rather than an actual buyzone let me know
Commented 19 years ago2005-04-20 18:13:09 UTC
in vault item: De_csnsComment #6912
Okay, I got it. A few things that could help (the first ones are more important):
1. COVER THE BOTTOM OF THE MAP! You still need to seal it even though nobody will see the sky over there (another reason why skyboxes are horrible). Even better, don't even touch a skybox. All you have to do is make one big brush covering the top of the map. That's probably the EXACT reason why the map is lagging: You have a GIANT FREAKING LEAK at the bottom of the map. That won't run VIS, which is probably the reason why the map is lagging. No VIS calculations result in the engine rendering the WHOLE map, even if you are just in one tiny corner. 2. Your pipes that eject toxic are splitting the wall everywhere! Make a 1-unit gap between the wall and the pipe or turn it into a func_wall. 3. func_waters split themselves into 64x64 chunks to simulate waves and are always rendered, even if you are in a tiny corner. If you don't need the waves, use a func_illusionary with skin set to -7 instead. 4. Apply the texture "null" to any faces that won't be seen by players. That will also help render less. Some of them include the underside of that grid thing and bottoms of crates (that are parallell) that are turned into entities. 5. Scale some textures, like ground textures, up.
Commented 19 years ago2005-04-20 15:24:00 UTC
in vault item: tfr_aztecComment #6903
Overall habboi what else would you like i have to put in the weather, thats not really an issue but what else would you like to see im on vacation right now so i have time to work on it
Commented 19 years ago2005-04-20 11:41:49 UTC
in vault item: cs_retreatComment #6896
Yes use the blend texture... It looked stretched on most of the mountains but thats not your fault really because displacements can really make a map look bad if used wrongly! Make sure you change that computer model so that it has a bottom to it
And just make the detail slightly better. That is all!
Commented 19 years ago2005-04-19 23:51:21 UTC
in vault item: Tribute to TWHLComment #6878
Againe, really sweet map. It sort of reminds me of the jedi archives from Star Wars: Episode II. Also transitions into other areas of the map are very fluid and harmoic. Your style of mapping is clean, visually captivating, and distinctive. Bravo!
sniff I never had such a nice comment. I like you ideas of mentioning names and such but i was pushing for low filesize (once again) i guess i could add a few names in there. Like i said before, the wad is there, the rmf is there, i hope someone makes an expansion to this or perhaps cleans it up a bit more. I don't mind the alterations, i look forward to them
Commented 19 years ago2005-04-19 23:45:18 UTC
in vault item: Rimrook ResortComment #6877
meh, nobody is perfect. thanks for the feedback. I might not get around to updating this, that's why there's a wad and an rmf in the zip. So if something doesn't work right or could use some tweaking, go right ahead and do it
Commented 19 years ago2005-04-19 18:19:35 UTC
in vault item: func_door funComment #6872
Wow your right! Also after your comment, I found if your touching his feet when he's transforming from robot to vehicle, It interupts the sequence and only half of him is transformed--vehicle mode with hands and head sticking out!
Commented 19 years ago2005-04-19 18:12:01 UTC
in vault item: Windows... with blinds!Comment #6870
Truly a beautiful job. Nice touch with nulling all but the face to achieve the proper thinness. Also nice touch with the func_rotating wand to control the blinds. Simply perfect job!
Commented 19 years ago2005-04-19 17:26:57 UTC
in vault item: cs_retreatComment #6869
Thanks Habboi
A lot of people have mentioned the stretched textures and I shall fix the worst areas. The textures are scaled up quite a lot (about 1.45 I think). The problem is if I scale it down to a reasonable size it looks very tiled, especially the grass (its an alpha blend texture aye). But I can definitely fix the really stretched bits on the tall mountain faces.
Can I ask, did you think it looked stretched everywhere, or just on certain bits?
The water under the 'electrical bit' (yes that is its official name) is expensive, I am actually lowering that to cheap so brace yourself!
So far everyone appreciates the layout as ok which is great, means I can just get on with fixing the easy bits.
Thank you very much. You are right, this map is quite poor in details like that you mentioned but I don't believe I'll ever make any changes to this map as I'm very very lazy, but I'll surely remember that in my next map if there will be any ;).
Well, while I was downloading, it only went 4 KB/s. I'm not saying the file is big, I'm saying the download was slow.
"if I not to put no texture I go to appear those squares rose color..."
I don't get what you're saying. What I said about using the texture "null" might've been confusing. I think what you mean is if you put no texture on a face, it'll turn white? What I meant about using "null" is using an actual texture that is named "null", not giving it no texture at all. If you have a somewhat new version of Zoner compile tools, it should come with a WAD named zhlt.wad. Inside there is a texture named "null". What you do is use the texture application tool (the one with a picture of a checkered cube colored differently), select the face you want to strip the face of, and apply the null texture to it. That way, when you compile it with the compile tools that came with the zhlt.wad, the compiler will take away that face so the engine doesn't render it.
I will change the computer prop no problem as yes it does look pretty weird :S
And to better the detail? Do you mean more? or improve on whats there? Any suggestions?
in fact the edges of the map are just on the limits of the maximum sized map
i might be able to work something out for the sewer as for the low grav i suppose i might be able to do something in the middle of the map out of curiosity do u think 220 would be good for middle i can work out the temple hieght and all
id remove the buyzones or make them extremely hard to get to as well as hard to jump to or whatever id probably just put a pistol up there rather than an actual buyzone
let me know
1. COVER THE BOTTOM OF THE MAP! You still need to seal it even though nobody will see the sky over there (another reason why skyboxes are horrible). Even better, don't even touch a skybox. All you have to do is make one big brush covering the top of the map. That's probably the EXACT reason why the map is lagging: You have a GIANT FREAKING LEAK at the bottom of the map. That won't run VIS, which is probably the reason why the map is lagging. No VIS calculations result in the engine rendering the WHOLE map, even if you are just in one tiny corner.
2. Your pipes that eject toxic are splitting the wall everywhere! Make a 1-unit gap between the wall and the pipe or turn it into a func_wall.
3. func_waters split themselves into 64x64 chunks to simulate waves and are always rendered, even if you are in a tiny corner. If you don't need the waves, use a func_illusionary with skin set to -7 instead.
4. Apply the texture "null" to any faces that won't be seen by players. That will also help render less. Some of them include the underside of that grid thing and bottoms of crates (that are parallell) that are turned into entities.
5. Scale some textures, like ground textures, up.
i have to put in the weather, thats not really an issue but what else would you like to see im on vacation right now so i have time to work on it
Perhaps add usernames and avatars of some of the members here like IEMC and Kasperg etc.
It looked stretched on most of the mountains but thats not your fault really because displacements can really make a map look bad if used wrongly!
Make sure you change that computer model so that it has a bottom to it
And just make the detail slightly better. That is all!
That warm up in a cold springtime.
I might not get around to updating this, that's why there's a wad and an rmf in the zip. So if something doesn't work right or could use some tweaking, go right ahead and do it
Great job Rimrook, it so sad to see you leaveing, came back and outdo the insignificants sometime in the future.
Thanks for comments!
+10000000 Pts
A lot of people have mentioned the stretched textures and I shall fix the worst areas. The textures are scaled up quite a lot (about 1.45 I think). The problem is if I scale it down to a reasonable size it looks very tiled, especially the grass (its an alpha blend texture aye). But I can definitely fix the really stretched bits on the tall mountain faces.
Can I ask, did you think it looked stretched everywhere, or just on certain bits?
The water under the 'electrical bit' (yes that is its official name) is expensive, I am actually lowering that to cheap so brace yourself!
So far everyone appreciates the layout as ok which is great, means I can just get on with fixing the easy bits.