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n00b beta of 3rd beta (lol) map for testing pruposes!
Posted: Mon Mar 17, 2003 12:43 am
by XKA Murdock
well this is my 1st bit of my, in progress map, and has my 2nd map (the first was that 512x512 box

i'd l?ike someone to test it and detect some bugs. you may also sugest something for me to put in my map so that i can make it better! write these in this forum, or PM me. screenshots are welcome
http://students.fct.unl.pt/~rpm15800/mu ... -pgmoh.pk3
thnx for helping me!
Posted: Mon Mar 17, 2003 1:30 am
by Surgeon
Moved to correct forum
Posted: Mon Mar 17, 2003 9:38 am
by Bjarne BZR
I took a short trip to your world:
And its promising. The map is very small, but it shows that U will probably do some really cool stuff some day.
Now, some pointers:
1) The wall brushes go into each other... this causes a flickering effect where they occupy the same space.
Change this:
| |
|_|___
L_|___
...to this:
| |
| |___
|/____
( damn, I'm an ASCII artist

)
Never let brushes occupy the same space.
( And put the comon/caulk texture on the "/" part of the brushes, where the brushes meet that is... )
2) The doors. Nothing technically wrong with them ( love that they dont auto-close ), but the door width is too small, looks unatural...
3) Access to outside. Yes hidden trap-doors are cool, but to make the only entrance / exit to a shool a hidden trap-door is a bit strange to me

. Try to think like an architect. Make your architecture logical.
4) A warning: when this map grows, there will be a danger in letting such complex brushwork as the classroom ( with all the good looking chairs ) be seen from the outside. No problem now, but with a few more such rooms and a larger outside area, the brush count will become very large ( dont panic and redo suff, just keep it as a warning in the back of your head ).
I made
a tutorial out of the first architecture I constructed: An old saw-mill. It follows the construction in nine steps.
Keep it up: Its not a good map now, but it shows promise of a future rock'nroll mapper! 8)
Posted: Mon Mar 17, 2003 11:44 am
by mohaa_rox
Ppl progress.
Posted: Mon Mar 17, 2003 1:48 pm
by XKA Murdock
Bjarne BZR | |____
thnx for you review

those |/____
you do this by picking up the vertices and doing it as that? right? is the caulk texture relly needed? it will get me a lot of work... but i t gets compiling faster right?
i haven't tryed it out nor think about it yet, i'm only mapping for about 1 week

Posted: Mon Mar 17, 2003 2:43 pm
by Bjarne BZR
Don't edit vertices unless U have to, it can cause strange behaviour. And it can become very complex.... use the clipper tool instead:
Press X key or the:
O
| \
O-O
...button
And the caulk:
Make all brushes caulk to begin with, and texture only the visible faces afterwards... ( yes, compiles faster and less hcance of that "ficker" effect )
Posted: Mon Mar 17, 2003 3:04 pm
by rOger
Using Caulk will not affect compile time. It will however affect the frame rate of your map. If it is a small test map there is no need to rework it and add caulk, but for a larger map it is a must.
If you don?t caulk the / faces in Bjarne example they will be draw even though they are not seen by the player. The more brushes your map has the greater the gain of using caulk.
Hope you understand what I'm trying to say! My English seems worse for wear to day.
Posted: Mon Mar 17, 2003 3:09 pm
by mohaa_rox
Murdock, there's something of your avatar that makes me......hmm.......your avatar looks familiar, like an actor or something.
Posted: Mon Mar 17, 2003 3:21 pm
by Bjarne BZR
rOger has a point ( pint? ) here ( he usually does ), as in-game frame rates are more important to a player than compile time ( Yes people, its the bare naked truth )... I just assumed that the "unseen" textures would be included in the LIGHT compile stage, but maby they are not ( they wont get much light in the wall i guess

)
Posted: Mon Mar 17, 2003 3:53 pm
by Gizzy (nl)
the "unseen" textures are being removed during compile.
look for a message during compile like : 12000 faces, 180 removed
Posted: Mon Mar 17, 2003 3:58 pm
by XKA Murdock
moh rox this guy is murdock from the a-team series (Dwight Shulz real name)
Bjarne BZR
i'm caulking everything now

i heard about that earlyer but i didn't believe.. now this map, is a big project. it will be my entire school some sort of malta map BIG!
Posted: Mon Mar 17, 2003 4:02 pm
by Bjarne BZR
So Gizzy (nl)... R U saying I'm caulking my clipped walls in vain?
Why, oh why!?! Oh, the humainty! Skit ocks?!

Posted: Mon Mar 17, 2003 4:34 pm
by jv_map
Gizzy is right

.
Posted: Mon Mar 17, 2003 4:46 pm
by Bjarne BZR
Sometimes I hate learning new stuff...

Posted: Mon Mar 17, 2003 4:49 pm
by XKA Murdock
that's what i thought! it would be of no use to caluk those corners because the compiler has already taken em out

but i'll caulk anythning that isn't made to be seen
