Any new .Mappers out there wanna help build a level???

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dooguesgoober4
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Post by dooguesgoober4 »

adding it in right now!
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dooguesgoober4
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Post by dooguesgoober4 »

Hey Axion....would it be too much to ask of you to make your image a different size....cuz when it crops for the loading screen it looks poor...try making it size 1221 by 863 like mine and zippies......im only trying to make it look as good as possible!

Now all we are waiting on is Cheetohs, BigHoss and Bjarne i believe
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Axion
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Post by Axion »

Umm, isn't that a little large?

And you have my image already, right? Wouldn't it just be easier for you to resize it so I don't have to upload the new one?
"The work of a thousand years is nothing but rubble."
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dooguesgoober4
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Post by dooguesgoober4 »

I can...but if i do, the image looks really stretched....dunno ill keep working with it
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Axion
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Post by Axion »

Alright, if you can't get it to look right, I'll try to make a new one.
"The work of a thousand years is nothing but rubble."
- Dr. Carl Goerdeler (1943)
Visit my mapping site: http://www.freewebs.com/axion9
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bighoss
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Post by bighoss »

Ok here is my screenie. I'll send you the file if you think it looks right Doog.

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It maybe a bit too big, so just let me know. Right now its 1024w x 768h
Last edited by bighoss on Sat Mar 06, 2004 5:31 pm, edited 1 time in total.
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Cheetohs
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Post by Cheetohs »

Sorry for replying really late, ive been really busy lately :cry: ... But anyways, here is my picture. I hope you don't mind the 'extra effects' i added to it ;) ... But if you do, i can make a new one quick.

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dooguesgoober4
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Post by dooguesgoober4 »

atually cheetohs....it would be much better if you could take a screenshot with the levels original settings and colors and stuff so people understand what it really looks like...and make sure you cut out the compass and the health bar a little better too
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Cheetohs
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Post by Cheetohs »

bah, ok, im on it...
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dooguesgoober4
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Post by dooguesgoober4 »

sorry....i think we should just make it look as professional as possible
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Post by Bjarne BZR »

Just so you know I'm not hogging the map and not working on it :)

These are the changes I made so far:
the end of the readme.txt wrote:Notes from Bjarne

Fixes:
- There was about 2-300 small structural brushes that I made detail, like pipe supports, light holders, boxes and general small stuff.
- Fixed some stairs that were holes into the void when filtering out details.
- Fixed a "WARNING: Entity 17 of type 'func_rotatingdoor' leaked" by remaking it.
- Fixed "Entity 0, Brush 43: duplicate plane" by remaking it.
- Fixed a brush with that had other textures than fence and nodraw.
- Removed the sealed skybox and put it only around the outside area. This way I'll get LEAKED errors and a point file for all cracks in the building structure leading out into the void... found 13 such places. VIS compile now takes 1 second :D
- Lots of doors to the outside that should be structural brushes have instead been made into func_door entities and then locked. That destroys the VIS completely. Instead I made them structural brushes and but a trigger_use in front of them ( with targetname / door_locked ) to take care of the locked sound.
- Set angle on a door that opened badly.
- A grate that could be opened made the wooden sound, switched to metal.
- Re-designed the blown hole in the wall. Because it caused VIS errors. This probably because CSG subrtact tool was used to make it. Remade it with CSG again, but now it works... don't ask... I have no idea when it works and not. I think if the brushes get too complex, you get errors.
- The water in the cellar ( below the blown hole in the wall ) did not work as it should, textured the bottom of the brushes with the water texture ( I think you need to do this to define a water volume correctly ).
- Set ambientlight to "7 6 6" just to see if it looks any better.
- 2 rooms in the basement were empty and boring, added some big generators with humming sound and filled another with pipes and cables.
- Script: removed 2 goto and replaced them with "while" loops. Goto is the devil.
Right now I'm doing a final light compile with -staticshdows, just to test the actual final lighting of the map. Should be done when I wake up tomorrow. Gnight guys. The worst FPS in the map now is 80. :D
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Axion
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Post by Axion »

Great job. :D

Seriously, it sounds like you've made everything a lot better. Thank you for fixing all those problems and adding new things!
"The work of a thousand years is nothing but rubble."
- Dr. Carl Goerdeler (1943)
Visit my mapping site: http://www.freewebs.com/axion9
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Cheetohs
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Post by Cheetohs »

Here we go:

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dooguesgoober4
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Post by dooguesgoober4 »

OMG Bjarne....you are God
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dooguesgoober4
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Post by dooguesgoober4 »

Just so you guys know.....the loading screen is completely done with all of the pictures unless Bjarne wants to put one in himself.....its working fantastically with about 2 seconds in between each picture
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