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Posted: Mon Jul 07, 2003 12:39 am
by Bjarne BZR
Well, lets cut the vis_leafgroup guessing contest short by revealing the exact number of vis_leafgroup entities in this map:

*drumroll*

None, Zero, Zilch, 0, ingen, Kein.

:shock: :D

Posted: Mon Jul 07, 2003 1:16 pm
by panTera
hehe, eh yeah, farplane 3000 + caulksky will do the trick. Nice hills indeed, I think I've mentioned it before, loading Lod from an heightmap-image is the best (safest) way to go to. To get the same result with vertex editing you'll be un/locking vertices till you go nuts.

Just a few things:
-I'd leave out that lonely rock-model; it's probably meant to be a marking but it looks out of place. Or make one from brushes.
-Perhaps you could add a few snow covered (supply)crates that were dropped from the air? Will also provide some cover.
-It could also give a nice effect to use small red lights+coronas+smoke fx in some places. (I don't know if you ever played Soldier of Fortune, but that game had a snowy level where they used coloured smoke flares as markings. Looked kinda cool. /hint)

Posted: Mon Jul 07, 2003 1:51 pm
by Bjarne BZR
Hey PanTera, thats some pretty nice ideas. Yep, the roch looks a bit odd doesent it...

Some snowcovered debris would be a lot better.

I'll have to put some thought into that fx stuff... sounds cool but I'm not sure it fits the theme...

By the way is it easy to re-skin the C47? Making it look snowed over would be really nice, as its not a "fresh" crash... ( no need to tell me how, just want to know if its worth the effort )

Posted: Mon Jul 07, 2003 3:20 pm
by panTera
It can be quite some work, but in itself re-skinning a model isn't very hard to do, that is if you know your painting tools well enough and have a good base image to start with (which is the case;) Basicly the parts of the model are spread over one or two tga image maps. However, without knowing how the skin is laid out, it is hard to distinguish the individual parts thus getting a layer of snow lying ontop.

You would have to extract the files that make up the C47 (.skd,.skc,.tik,.shader,.tga etc), rename them and add them to the pk3 as if you were making a new model from scratch. You will have to change some paths to your new texture in the tiki aswell.
As for the snowy texture I think it would be wise to mix the snow texture you've used for the terrain with the C47 texture. Put the snow as a second layer ontop of the C47 texture and temporarily set its opacity to +/- 60%, so you can see the underlaying layer. Use a soft airbrush eraser-tool to make some parts of the C47 visible again. When you're done set the opacity of the snow-layer back to 100%. (Save as 32bit tga as they did).

//c47 shader, the static one uses the same image:
c47
{
qer_editorimage textures/models/vehicles/c47/c47.tga
{
map textures/common/reflection1.tga //could be left out
rgbGen lightingSpherical
tcgen environmentmodel
}

{
map textures/models/vehicles/c47/c47.tga<-the only one you need to edit (prop included)
rgbGen lightingSpherical
blendfunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
}
}

It's quite some work but would be a nice touch. :wink:

Posted: Mon Jul 07, 2003 3:34 pm
by $ilver@cer
I would say go for it!!

PanTera, explains the whole story, yet you need to do is the work and searching the bits and pieces! As for my honest opinion, do it!
Or you could try using patsh-meshes... covering the plane.., and it'll also give a higher look of snowpile on the plane..., but it's up to you!

Posted: Mon Jul 07, 2003 8:48 pm
by Alcoholic
oh wait nevermind... i should read the 2nd page before i reply... :(

Posted: Mon Jul 07, 2003 10:53 pm
by $ilver@cer
Alcoholic wrote:oh wait nevermind... i should read the 2nd page before i reply... :(
Hmmm.... Alcoholic.. :roll:

Re: A new map from The Rjukan project: -Vemork approach-

Posted: Tue Jul 08, 2003 2:37 pm
by lefty35
As long as we're pointing out flaws, you made a double negative right here.
Bjarne BZR wrote: so please do! I think its really good, but I don't think that it cant be made better. :)

Posted: Tue Jul 08, 2003 3:48 pm
by Yarik
LOOKING GOOD. My Fav maps are with Snow in em.
BTW dont you think that with all of that terrain that someon can find a bug to go under ground? You can add a brush (script object) right below the terrain so if somone tries to go under ground they will DIE. Unfortunatly I dont know how to script that.

Posted: Tue Jul 08, 2003 5:04 pm
by Bjarne BZR
For once I anin't not way ahead of you Yarik.
( That double negation was all for lefty35 :wink: )

Posted: Sat Jul 12, 2003 9:36 pm
by Alcoholic
i usually dont like snow maps (all the trees and stuff in the stock maps killed my computer) but this one i like!

d('-'d)

Posted: Sat Jul 12, 2003 9:56 pm
by SlasherZ
very nice! much better than i could do

Posted: Thu Jul 24, 2003 7:22 pm
by Bjarne BZR
I released a new version today called Version 0.2.
Readme file wrote:>>>>>>>>>>>>>>>>>> CHANGES SINCE VERSION 0.1 <<<<<<<<<<<<<<<<<
--------------------------------------------------------------
- Rolling clouds added to remove the dullness of the sky.
- The ugly static_model boxes removed and replaced with brush
boxes.
- Some spawn points moved forward to get more instant action.
- Re-skinned the downed C47 to give it a more "frozen" look.
- Changed the terrain around the C47 to reflect the crash
pattern.
- Added clips to avoid players from getting over the edge of
the map.
- Added a "trigger_hurt" under ground to kill players
( cheaters? ) that manages to get under the map.
It is now ready to BETA test and if no errors are found ( yeah, right :twisted: ) it will become the first release.

Get the map here!

So bash away! And if anyone could find it in their hearts to host it on a server so the gameplay can be tested, that would be sweeeeeet. :wink:

Have fun!

Posted: Fri Jul 25, 2003 1:44 pm
by Jack Ruby
Beautiful hills Bjarne, really really nice, good work :)

Posted: Fri Jul 25, 2003 2:09 pm
by jv_map
Bjarne BZR wrote:So bash away! And if anyone could find it in their hearts to host it on a server so the gameplay can be tested, that would be sweeeeeet. :wink:

Have fun!
Try asking General Death. He may be able to put your map on TMT's server (if it still exists :?)