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great map man where can i get that and the flame thrower bar
Posted: Wed Jun 02, 2004 3:23 pm
by stiffler24/7
great map man where can i get that and the flame thrower bar
Posted: Fri Jun 04, 2004 11:04 pm
by Balr14
My apologies for the delay to those who said they would test this map with me. But I discovered a new technique for making it even more realistic and still performing reasonably. So, I'm redoing it again, at least one side anyway.
Posted: Sat Jun 05, 2004 4:08 am
by small_sumo
Yeah keep at it man, the textures were the biggest part, brushwork will be done in a jiffi.

Posted: Sat Jun 05, 2004 4:18 am
by small_sumo
Balr14 wrote:I will have to do some work packaging things down to a managable size and remove the scripting for items I can't package (without the entire 300 meg HITP2), but I think I can get the FT in.
Give me a day or two.
Will you package the FF as well?
Posted: Sat Jun 05, 2004 8:16 pm
by Balr14
The FF???
OK, now I'm happy!
Here's a tip: If you spray the FT into the bushes, you never know what you might find there.
One downside to this map....
Posted: Sat Jun 05, 2004 8:24 pm
by Balr14
You can't play it with AA or AF turned on. There are way too many transparent textures for any graphics card to mipmap, except maybe a 6800 or x800.
Posted: Sat Jun 05, 2004 9:31 pm
by jv_map
Well you have reason to be happy with this
Also my silly vid card doesn't do any anti-aliasing on transparent textures I think, so that shouldn't be a problem
Is the map lighted btw? Or is it fullbright?
Posted: Sat Jun 05, 2004 10:01 pm
by Balr14
It's lit, but suncolor is set pretty high (64) to take pictures. I'll probably drop it down to about to 55 for playing. Engine is having a great deal of difficulty lighting it. I'm having to use some textures with no lightmap and shading them manually in Photoshop.
Posted: Sun Jun 06, 2004 6:29 am
by jv_map
You could also shade em with rgbGens
e.g. try
rgbGen entity
Posted: Fri Jun 11, 2004 6:30 pm
by small_sumo
Balr14 wrote:
I will have to do some work packaging things down to a managable size and remove the scripting for items I can't package (without the entire 300 meg HITP2), but I think I can get the FT in.
Give me a day or two.
Will you package the FF as well?
I mean flame thrower.
The new screnes are very tasty, go you good thing

Posted: Sat Jun 12, 2004 12:05 am
by Jack Ruby
Superb screens, but then what else would we expect from a grandmaster ?
Posted: Sat Jun 12, 2004 1:36 am
by Balr14
You can expect I'll take a nap. Don't forget I'm real old.

Posted: Sat Jun 12, 2004 1:52 am
by Balr14
I am going to give you the option of playing with mipmapped or non-mipmapped textures. All of the screens I've posted so far use non-mipmapped textures. Mip-mapped textures make it easier to see in the distance, but lose detail. They also increase framerates. Here's a screen similar to one of the last ones I posted using using mip-mapped textures. You can see the difference.

Posted: Sat Jun 12, 2004 2:20 am
by Balr14
Here's a different image for you mapping geeks out there. This is about 25% of the map and is the area where most of the recent images have come from. It has about 300 brushes and 1300 sections of patch mesh with transparent textures applied to them. As you know, you can only see one side of the patch mesh, plus there are so many, I can only see about 20% of them, so most of the time I'm just guessing where to add more meshes and how to shape them. The blue is the patch meshes:

Posted: Mon Jun 14, 2004 10:32 pm
by Cheetohs
my god, its a jungle out there!