TWHL Pockets Created 10 months ago2017-07-25 13:03:08 UTC by UrbaNebula UrbaNebula

Created 10 months ago2017-07-25 13:03:08 UTC by UrbaNebula UrbaNebula

Posted 10 months ago2017-07-27 21:05:32 UTC Post #336490
WIP for that. :)
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Posted 10 months ago2017-07-27 21:13:46 UTC Post #336492
For the record, my earlier use of a smilie was because I had no idea what SSB was talking about. No offence, but you could stand to work on your English. It's quite difficult to understand you most of the time.

I've got a rough idea of the theme of my map, but no real idea of the structure.

Urby, do you see these airlocks as being pre-existing? Like, do you think they should be built into the architecture, or are they just... I dunno.
Jessie JessieLadytype
Posted 10 months ago2017-07-27 21:21:45 UTC Post #336493
Even though your sentences are... screwed up, that actually looks pretty damn good.
The Mad Carrot The Mad CarrotMad Carrot
Posted 10 months ago2017-07-27 22:02:39 UTC Post #336494
I wonder how did SSB make those curved pipes. It must have taken a lot of time...
Posted 10 months ago2017-07-27 22:06:03 UTC Post #336495
I have a big problem with scope control
Posted 10 months ago2017-07-27 22:54:39 UTC Post #336497
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Not a lot of progress this evening other than texture work.
Urby, do you see these airlocks as being pre-existing? Like, do you think they should be built into the architecture, or are they just... I dunno.
As per my above screenshot, I'm playing with the idea that the structures would have been put in place by a previous expedition team. They're essentially prefabricated, flat-packed chambers. You set one up, hit the power and generate a portal that takes you to a new dimension. The process duplicates the chamber at the point of arrival. In my case, burned into the wall of a bathroom. :)
I have a big problem with scope control
Just right-click to zoom in and right click again to zoom out. :walter:
UrbaNebula UrbaNebulamonster_urby
Posted 10 months ago2017-07-27 22:56:21 UTC Post #336498
@Jessie why do you not know me? I already explain you - I am weak to speak of English Language. That is why I need to learn better.

@Windawz since initial curvy pipelines I have fixed brush works like Half-Life Rally, Point of View or great Swiss mapper Richman. I saw work-in-process In-torus from German mapping and member shows like he makes arch tool as whidth 64, whole with 8 or 16 sides and tries to resolve and he gets always invalid structures. And I try easy sphere before it sees very common brushwork and I create other way of spheres ( in and out ) than torus ( in or out ). They are surprised to me because i get good brush work. But just cube like triangle -liked soul. I join later in Sven Coop Forum and great mappers Siencer, Rnq, Trempler show me just triangle-liked pyramids. ( since I show terrain in twhl example pictures. ) That is my history from souls to pyramids. I am very happy because I make good brush architectures. Working time is whatever. I concentrate great. Now I have not problem with high level brush architectures.

I know you feel jealous to me. But i don't like I say arrogant. Just I am quiet.
Posted 10 months ago2017-07-28 04:44:37 UTC Post #336501
In my case, burned into the wall of a bathroom.
I've been brainstorming ideas for my map and I had a similar idea in mind, that the airlock chambers just sort of obliterate whatever is in the way when it materializes.
Posted 10 months ago2017-07-28 09:31:27 UTC Post #336502
Are we allowed to put monsters outside of the 1024^3 cube for teleporting in later?
Dr. Orange Dr. OrangeBoth a fruit and a color
Posted 10 months ago2017-07-28 09:49:16 UTC Post #336503
Are we allowed to put monsters outside of the 1024^3 cube for teleporting in later?
Do whatever you like outside of the 1024 cube, as long as the player is always enclosed in it.
Posted 10 months ago2017-07-28 10:19:42 UTC Post #336504
Or directly on top of it, as Urby ruled.
Jessie JessieLadytype
Posted 10 months ago2017-07-28 10:58:34 UTC Post #336505
Are we allowed to put monsters outside of the 1024^3 cube for teleporting in later?
Of course because outside part doesn't see playable space-room 1024³. Like just it is "hidden". Like Twhl-Tower

I imagine that 1024³.
My map is hallways and laboratory ( just 4 or 5 wrong buttons and 1 correct button for exit's door )

If you press 1. button ( possible wrong button ) Just it is not using for exit's door than it happens monster wraps to hallway with teleport.
Other 2. button -> Throw stone to hallway window than it will be failed if oxygen of hallway is out and player falls into futuristic city.
3. button to 5. button - not yet ideas...

6. button is correct for exit's door ( build camera preview like Sven Coop maps - If you press and camera shows and exit's door opens.)

Do you understand?
Posted 10 months ago2017-07-28 11:06:17 UTC Post #336506
Actually, I think you couldn't have anything outside of the space in TWHL Tower. Hence the question here. (Unless I forced that restriction upon myself.)
Jessie JessieLadytype
Posted 10 months ago2017-07-28 11:18:28 UTC Post #336507
Yes, the rules as written are different here. I think Tower allowed minimal stuff outside the volume, 128 units I think. Here it's a totally different story.
Posted 10 months ago2017-07-28 12:10:53 UTC Post #336508
Yeah, TWHL Tower had a 128 unit buffer, because anything more would break the illusion of a tower. Not accessible by the player, but useful for balconies and such. I think only Dr.Orange and I made use of this?

With TWHL Pockets, you can essentially put anything you want in your map, but the playable area must fit within a 1024 unit cube (with allowances for walking along the surface of the uppermost brush)
UrbaNebula UrbaNebulamonster_urby
Posted 10 months ago2017-07-28 12:18:06 UTC Post #336509
With TWHL Pockets, you can essentially put anything you want in your map, but the playable area must fit within a 1024 unit cube (with allowances for walking along the surface of the uppermost brush)
You mean example outside of 1024x1024x1024: monster comes from hidden room like teleport or falling down or built-in windows like Twhl Tower?

Is it allowed or forbidden? Thanks!
Posted 10 months ago2017-07-28 12:29:23 UTC Post #336510
The player must stay inside 1024x1024x1024. Plus the player can walk on the top brush of that cube.

Other things can be built outside the 1024x1024x1024 area.
Posted 10 months ago2017-07-28 13:09:40 UTC Post #336511
How about falling off of the level? Are we permitted falling time out of the cube to throw in a fade or whatever? (As opposed to having to kill the player before they leave the 1024-cube.)
Jessie JessieLadytype
Posted 10 months ago2017-07-28 13:47:06 UTC Post #336512
How about falling off of the level? Are we permitted falling time out of the cube to throw in a fade or whatever?
Yeah you're right because it is "fade out" and "load to saved location". Like Half-Life after long pipelines and rockface with small way - if player falls than load to saved location.

Updated wip...
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Posted 10 months ago2017-07-28 13:52:42 UTC Post #336513
Player can leave the 1024 cube, but must be "punished" which should probably be clarified. I also plan to use a fade + kill or loadsaved if the player falls off.
Posted 10 months ago2017-07-28 14:19:51 UTC Post #336514
@SSB

Beautiful...
Posted 10 months ago2017-07-28 16:21:04 UTC Post #336517
Can the 1024³ cube be moved around, like a platform that confines the player's movement to it?
Posted 10 months ago2017-07-28 18:24:26 UTC Post #336521
And update for hallway...
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Is it better than before or after?

I feel floor with grid on hallway like any games look excellently. I will create later real pipeline down of hallway's grid.

// edit updated...
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Posted 10 months ago2017-07-28 19:20:15 UTC Post #336522
Can the 1024³ cube be moved around, like a platform that confines the player's movement to it?
I hadn't considered that... I guess it's technically fine. :P
UrbaNebula UrbaNebulamonster_urby
Posted 10 months ago2017-07-28 21:17:22 UTC Post #336525
Bus ride around Paris!
Posted 10 months ago2017-07-29 08:59:14 UTC Post #336531
Yesterday's progress (couldn't upload because of a storm):
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Posted 10 months ago2017-07-29 15:59:48 UTC Post #336544
I guess I'm finally at the stage where I have some work in progress screenshots to share. Have some dystopian future dimension pictures!
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Dr. Orange Dr. OrangeBoth a fruit and a color
Posted 10 months ago2017-07-29 16:07:31 UTC Post #336545
@Dr. Orange

One more beautiful dimension! Reminds me of Deus Ex for some reason.

Is it ok that I like others' projects more than mine?
Posted 10 months ago2017-07-29 16:10:52 UTC Post #336546
Cubicles was a little different. Different rules and the maps didn't link together which makes this more interesting. Good job on things so far.
Posted 10 months ago2017-07-29 18:54:10 UTC Post #336555
Looking good guys!

@Dr.Orange: If you want to prevent the blurring on those poster textures, you'll want to round up the dimensions of the textures.

Odd multiples of 16 get blurred terribly in Steam Half-Life. 96x96 dimension textures look absolutely dreadful in game, so I round up to 128x128. :D

It's quite a massive difference as well :|
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UrbaNebula UrbaNebulamonster_urby
Posted 10 months ago2017-07-29 19:14:37 UTC Post #336557
Everyone's posting all these amazing screenshots, yet, here I am probably going to make a meme of a map. Not literally a meme, but meaning, my map's going to be super potato...
Posted 10 months ago2017-07-29 20:41:54 UTC Post #336558
It looks like my map is the only untextured map here. Lol.
Posted 10 months ago2017-07-29 20:53:12 UTC Post #336559
At least you have a map. I won't be able to participate with the schedule I have.
Posted 10 months ago2017-07-29 21:13:18 UTC Post #336562
Urby: If you want to prevent the blurring on those poster textures, you'll want to round up the dimensions of the textures.

Odd multiples of 16 get blurred terribly in Steam Half-Life. 96x96 dimension textures look absolutely dreadful in game, so I round up to 128x128.
Huh, I did not know that. I'll look into it, thanks!
Dr. Orange Dr. OrangeBoth a fruit and a color
Posted 10 months ago2017-07-29 21:35:28 UTC Post #336564
I don't think Urby meant just even multiples of 16, you want powers of 2 for sharpness: 16, 32, 64, 128, 256 on a side.
Posted 10 months ago2017-07-29 21:49:05 UTC Post #336565
So, I tried rescaling the sign textures from 96*128 to 128*128 and then downscale it in editor, and...

Before:
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After:
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I can kind of notice a difference, but is's a bit subtle. It does seem to look sharper, though.
Dr. Orange Dr. OrangeBoth a fruit and a color
Posted 10 months ago2017-07-29 21:56:18 UTC Post #336566
I didn't mean downscale it necessarily. My example textures were a 96x96 and then the same 96x96 texture, centered on a 128x128 canvas. :P
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UrbaNebula UrbaNebulamonster_urby
Posted 10 months ago2017-07-29 21:58:33 UTC Post #336567
Urby you can remove me from the list.
Posted 10 months ago2017-07-29 22:01:24 UTC Post #336568
Aww, that's a shame. Alrighty, you're gone. :)
UrbaNebula UrbaNebulamonster_urby
Posted 10 months ago2017-07-29 22:05:41 UTC Post #336570
Urby: I didn't mean downscale it necessarily.
Perhaps not, but it still looks better than having non-power-of-2 dimensions. Thank you for making me aware of this... limitation :)
Dr. Orange Dr. OrangeBoth a fruit and a color
Posted 10 months ago2017-07-29 22:06:27 UTC Post #336571
Thank Joebama. He's the one that pointed it out to me originally. :P
UrbaNebula UrbaNebulamonster_urby
Posted 10 months ago2017-07-29 22:09:30 UTC Post #336572
I'm still confused, lets say i hollow out a 1024 cube, can the player be walking on top of it? What if it was a 992 cube instead?

its because the top of the cube is outside and theres a skybox on top of that, so I dunno how much space is available under the surface.
Posted 10 months ago2017-07-30 01:44:55 UTC Post #336574
The player can walk on top of the 1024 unit cube, but that must be the absolute highest point they can reach.
UrbaNebula UrbaNebulamonster_urby
Posted 10 months ago2017-07-30 07:50:41 UTC Post #336576
Well, i knew i was getting rusty with gs but i can't even get the .rmf to open in Sledge :nuts: , fortunately the .map file worked. Tons of error though, could not compile it; just gonna have to build my own.
Someone help me out here, what cannot be changed regarding the airlocks besides it's dimensions, info_player_start orientation and iirc the info_landmarks must remain in the same position as they are now in Urbys source file?
Posted 10 months ago2017-07-30 10:29:19 UTC Post #336578
Great job your creating maps...

I would like to explain about optimizations....

If you don't forget with advanced zhlt parameters:

Default look:
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Look with advanced parameters:
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hlrad.exe ( hlrad_x64.exe ) -texlightgap 7.5 -blur 0

Or better?
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-texlightgap 15

And do not forget set up ZHLT_LightFlags to "Opaque (blocks light)" all grid-blocks
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If you want more details of ZHLT_(parameters) Click here!

And update...
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Posted 10 months ago2017-07-30 11:43:03 UTC Post #336579
I didn't check blocks light on those grates because it looks god awful and splotchy unless you're using a spotlight.
UrbaNebula UrbaNebulamonster_urby
Posted 10 months ago2017-07-30 11:56:29 UTC Post #336580
Okay @Urby I let normal. Without block light!
I use only texlightgap enough.
Posted 10 months ago2017-07-30 15:16:10 UTC Post #336581
And I have tried but model ( just example ) But it doesn't show my model in-game if I use Jack Hammer than It sees model example.
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After compile and shows in-game
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Why does it not show? Did I went wrong? I didn't make wrong.
How do I fix? Sorry I forget about models...
Posted 10 months ago2017-07-30 15:27:40 UTC Post #336582
I'm not in the mood to map for the next couple of weeks (see journal for the reason) so I might drop out.
The Mad Carrot The Mad CarrotMad Carrot
Posted 10 months ago2017-07-30 18:24:27 UTC Post #336583
No worries, mate. I'm sure there will be an extension, but I'll take you off the list for the time being. All the best.
UrbaNebula UrbaNebulamonster_urby
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