Digital Paint Discussion Board
Development => Mapping => Map Graveyard => Topic started by: Dirty_Taco on January 03, 2006, 04:15:22 PM
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I saw something cool like that at Lowes, but then I got in trouble for taking pictures without a permit or some such garbage.
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It's the rocks that make the castle cool. The rocks I tell you.
How stupid donkeyed would that castle look if it were on... grass... You gotta have some sweet ass rock cliff deal goin on to emphasize the castle's kick-ass-ness
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It really bothers me how many different patterns of shingles were used on the roofing sections. Makes me wonder if this was common in castles of similar era. This also happens with the rock patterns used on the walls. It almost suggests that the castle was built in sections or additions. It must be modeled after someone real otherwise it doesn't make much sense at all.
Would you be incorporating your differences into the textures of the castle, or are you just going to use the structural design? This may be helpful for players to determine which area/tower they are in based on different textures -- but would probably make the map look bad without carefully creating custom textures.
Do you plan on using two castles like your antioch series? or going for a siegecastle approach, or even a courtyard/inner-castle map like castle1?
I'll probably come up with some more questions. :)
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Use two castles DT. Seems like it would be a fun map, most castle maps are. Good luck, Im sure you could use my infamous BSP skill ;)
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Siege. It was just the other day someone was complaing about grave (NXE) . Speaking of he's got the right idea about the approach to the castle, think large scale Gothic. One other thing, stealthy entrances to castle, large moat with multi underwater entrances. Some triggers to open up portcullis etc IDK Your the smart one you figure it out. ;)
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I've been thinking that having multiple flags might be the best solution for siege -- or maybe 1 flag and DSM it up to 2 when there are more people.
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It was just the other day someone was complaing about grave (NXE) .
I was complaining about grave? Ohhhhh welllll.... the series of jumps up to the roof are fun... it's funny to see ppl attempt it for like 326 attempts... and im sure there'll be some smart ass reply to this saying that those jumps are EZ yet even they can't nail them within the first couple tries THEMSELVES... ohhhhhh wellllll....
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Yes, why be coy roy? Nice jumping. I heard somthing about a boost?
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Fog. Spirits.
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The tower-texture in the 2nd pic looks pretty cute. :) (besides that it should be darker;maybe mixed with some dark-green?)
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Textures look nice for me...maybe the bridge and the way into the castle could be with some "stone" textures instead of wood.
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Just give it up and resume work on Splat Rock. :)
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Did they have paintball in the middle ages?
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It would be nice if the texture on the towers and the arch area that they touch were the same texture...
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It would be nice if the texture on the towers and the arch area that they touch were the same texture...
Blame that on:
a) Poor middle-age construction
b) Idiot fish tank castle designers
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Hmmm with castles like that, you should make it look like you are in a fish tank.
Nice Job
-Termin8oR
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haha, if you had it all underwater, the rounds would be pretty short. ;)
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Dude, no. I invented the spiral staircase! It's patented! You're going to have to pay for the rights!
Hehe, of course it's ok. In fact, you can just click a button to make them in BSP. But you like to do things the hard way, so carry on. ;)
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Too dark.
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For me it looks good.
maybe just a little bit brighter.A little.
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Not too dark! Make it at night!
Looks great.
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Wow nice ideas man looks like its going to be a good map cant wait to play it
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Well, the problem is, aside from part of the stairs, there is no contrast in the lighting. No definition -- you can barely even make out the windows. It just looks uniformly dark. Also, if there are no lights indoors, this medium-dark outdoor lighting won't be sufficient. Keep in mind that not everybody's monitor is as bright as yours. When I looked at these screenshots at work, it looked like it would be an eye strain to see other players. Use something like midnight as a comparison. If it's darker than midnight, it's too dark.
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looking good
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I think the color values are between 0.0 and 1.0.
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lol
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"_sun_color" "# # #"
Use "_sun_color" to specify the color of the sunlight. It takes a standard RGB color value, just like a light's "_color" key. If there is no "_sun_color", ArghRad will use the color of the sky surface instead.
Example:
{
"classname" "worldspawn"
"_sun_light" "280"
"_sun_color" "1 .75 .5"
But then you'll need to up the brightness of the sun light. I think it should be at least 100, otherwise people are just going to crank up their brightness and make everything look bad.
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Is there anyway i can get a sneak preview on it :)
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Ambient adjusts the shadows. Diffuse is between ambient and regular light (to make the shadow edges softer / not jagged). It looks OK now, though. I wouldn't make it darker. I have the feeling your monitor is pretty bright.
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Just some things to change from My point of view:
- the "house" - thing (looks like one, maybe shouldnt because it looks so "normal")
- the grey part of the sky should be darker and the light part of the sky maybe more orange or red
overall: good work !
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The lack of distinction by the windows doesn't have to do with the brightness or darkness of the shadows, I don't think, but rather the fact that EVERYTHING is in the shadow there, thus making it all the exact same brightness. I think it would be fine to add lights to the castle, too. The shadows don't need to be any darker.
I'm worried about all that water -- it's going to be a framerate killer. Water hurts framerates worse than high r_speeds because it's transparent and tessellated so that it can be wavy, which the r_speeds don't account for. Also, with reflective water, well, the problem is tenfold. Plus you run into the problem of having a square block of water with no boundaries. I think it would look cooler to make it look like it's on some super tall cliff that just disappears down into oblivion.
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What framerate do you get when it's reflective?
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the wood trim closest to the grate in the floor is misaligned/misshaped
looks sweet... i want to play...
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Any beta test comming soon?
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wow nice u can stop teasing us and let us see it :( lol
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You should turn on anisotropic filtering so your shots look prettier :) gl_anisotropy 8
Random question -- are you still using the old .wal files with WC? You must be... you should grab the ones from the bsp b15 pack.
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What does that do? I have yet to see any difference while using that.
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Are those lights candles inside the bricks?
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What does that do? I have yet to see any difference while using that.
For one, the .wal files have been darkend to compensate for the brightening that goes on during compilation (because the original q2 wals were so dark). This prevents reflective light from being super bright and causing ugly splotches all over the map. For two, the default flags for the surfaces have been tweaked. Water no longer emits light by default. Light brightness have been adjusted to work better with the standalone version, etc.
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Using gl_anisotropy, sorry.
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Oh, it makes the textures sharper at angles. For example, in that screenshot, the floor is blurry. Near the door it just looks like splotches of color -- no texture visible. Anisotropic filtering fixes that.
http://www.tomshardware.com/2004/06/03/ati/index.html
http://www.treellama.org/anisocomparison.jpg
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MARATHON!!!!!!!
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LOOKS F'ING GREAT...!
intercourse I CANT WAIT TO GET BACK INTO THIS GAME AND PLAY SOME OF THESE KILLER MAPS.
I'LL BE BACK SOON GUYS, DONT WORRY.!. :D
-Termin8oR
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So... Pretty...
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I think I need to take a photograph of my screen so you can see how dark it is on this monitor. That last shot is like 90% black. I can just see the floor below and a little bit of wood grain on the right.
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Looks awesome, seems really dark on the screen shots though..
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I think I need to take a photograph of my screen so you can see how dark it is on this monitor. That last shot is like 90% black. I can just see the floor below and a little bit of wood grain on the right.
Jits, your monitor is way too dark.
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lookin really good dt and i am talking about the map
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Those stairs look a little small.
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I could make that map blind folded with my buttcheeks.
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You might consider using fewer lights and make them brighter. I think the bsp b15 wals are brighter by default, if you haven't switched over yet.
One thing you need to be careful of: Yellow = red + green. In straight yellow light, blue players will look almost black, while red players will be lit. You might want to use lights that are a little whiter. It might be a strain to see blue players with the current lighting.
To answer your question: it's still a bit dim. Visible, but dim. I'd make it a bit brighter (by increasing the light emitted -- maybe 1.5x's, not the number of lights).
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I will use purple and red players then
That might be worse. A purple player in pure yellow light will show up red.
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Hate to revive an old thread, but is this still going?
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I'd love to demo this map . . . looks pretty awesome.
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Screw crash. Dt, have my babies.
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DT, what program are you using to make this?
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Release a beta when the castle is done!
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lol nXe, dt this map looks VERY nice. I like how you did the front yard of the castle, is it going to be a red castle and a blue castle or what?
This is the level of quality all dp levels should be made at, unfortunetly this is a very old game and this standard should have been set a LOOOONG time ago :P
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and it's evident that it hasn't been set a long time ago... just walk into GT's public servers :|
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"this is a very old game and this standard should have been set a LOOOONG time ago "
Like on the er33t servers?
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I say this all the time.. yellow lights are ugly
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Looks good so far, i'm guessing this will be like a 4v4 or 5v5 map or more? Anyways can't wait to play it.
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what a cute map DirtyTaco!
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Try this: Update the .wal files and arghrad (if you haven't). Remove the light emitted from the water (it looks weird), and add -scale 2 to your arghrad compile parameters.
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Woah. I just noticed that in my Biology teacher's aquarium, there is this EXACT CASTLE. Fun.
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Looks Eff'ing great
cant wait to play it
Nice
-Termin8oR
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You and your crate lights. The overall lighting effects look good, but it's weird to have it coming from crates. Also, blue players will probably be very difficult to see with the dark, yellow lighting.
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The very center of the path is pretty dark, but still somewhat visible. I can't make out the details on the dirt texture - it just looks dark brown.
Colored lighting is done by multiplying the RGB values, so if you have pure yellow light (1, 1, 0) and multiply it with a pure blue texture (0, 0, 1), you'll get black (0, 0, 0). Naturally, the colors and lighting won't be "pure", but the effect is still the same -- you'll get some dark, muddled color which is hard to see.
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Red and yellow would probably be the best.
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The light or whatever in the tunnel looks perfect on my monitor.
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yeah the lights look great
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Wow. Looks great, especially the second screenshot. Just in the two windows above the big door in the second screenshot there should be at least weak lightening. This because i think (cant test it) people would totally be non-visible. Correct me if im wrong.
For the first screenshot: Wouldnt players be hardly visible there in the shadows next to the castle? If thats a problem maybe a brighter green for the grass-texture would fix it?
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Personally, I don't think the outdoor lighting works very well... it needs to be more sunlight-colored.
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oh my god DirtyTaco. It shows that youve learned something from the best (me). Looks great man, sucks I will get a poor FPS though :(
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My -scale 2 suggestion still stands. Maybe even -scale 3 or 4.
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Most of the problems I found are with the red and yellow tile trim. Almost all instances of these tiles have the textured aligned 1 or 2 units too high. As well the top/bottom views of them do not align when the trim is being angled. The texture would have to be rotated so it matches.
I found a weird one while playing around. I looks like there is a small unnoticeable 1unit gap in the ceiling on the castle (I believe it's the one just above the flag. This might cause some problems down the road with vis(I'm no expert here).
There some screenshots to give you an idea about what I'm talking about.
http://www.pbcup.com/community/zsiegebugsxb1.zip
Keep it up.
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Haha, you should just call it Siege Castle 2, then. It will continue the theme. ;D
I'll look at it when I get home and see what can be done. Are you using the vis in the latest BSP pack? http://dpball.com/files/mapmaking/bsp_pb2_build015b.zip
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Just out of curiosity, what advanages does that offer?
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Fun map. How many players was this map intended for?
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I doubt that even with DSM it's big enough to support much more than 3v3. It's kinda cramped in my opinion. :-\
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Maps alright, to small inside the castle. Looks alot better in the SS's
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maps great, thanks for making it for me.
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I've done some tweaking and I'm doing a full compile now to see if I can fix the vis problems. Hopefully it'll be done before I leave in the morning.
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It didn't finish in time. It was at 9... on the second line when I had to leave. Fate is cruel. I've started it up again already. I'll be sleeping more than 2 hours tonight, so it should have time to finish.
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Hahaha, oops. Um, I guess -nodetail doesn't do what I thought it did. I thought it removed the detail flag, but it actually removes the detail brushes entirely. So, yeah... I load it up, and I'm like, "Um... half the map is gone." No stairs, no lights, etc. I'll be compiling it again tonight without that parameter set. Also, there are a few areas marked as detail that shouldn't be, like in that tunnel, there are some big holes in the floor. Don't know how much of a difference that makes.
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Yeah, that is a weird hole by the tunnel entrance. Go past the tunnel and turn back and the hole is gone. Its interesting how you have it set up to do the two flag thing. I like it.
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I have it compiling on low priority right now. Just for kicks, I disabled the detail brushes, and it went up to 10523 numportals. If it ever finishes, I'd be curious to compare r_speeds to the same map compiled with the detail brushes to see if it makes any difference.
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Yeah it usualy gives it errors like overflow or leaf errors,
we experienced that on propaint2
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Taco the 1 unit gap, ive experinced those before make sure you dont have brushes overlapping.
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That's already been fixed if you're talking about the one on the roof.
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Hrm, ok, I'll tinker with it some more. The detail-free vis is still going, lol. It was on 8... this morning. I'm curious to see if 10,000+ numportals will actually finish compiling. :)
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looking at the latest screen shots , it's still too dark...
KnacK thinks DT should give Cyko a call for help :P
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I think all the screenshots are before he added -scale 2 to the command line.
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reading c:\bsp\quake2\pball\mapfiles\_fishcastle_jit1g_nodetail.bsp
reading c:\bsp\quake2\pball\mapfiles\_fishcastle_jit1g_nodetail.prt
3324 portalclusters
10619 numportals
0...1...2...3...4...5...6...7...8...9... (59)
0...1...2...3...4...5...6...7...8...9... (297519)
WARNING: Leaf portals saw into leaf (0)
WARNING: Leaf portals saw into leaf (452)
WARNING: Leaf portals saw into leaf (1006)
WARNING: Leaf portals saw into leaf (1542)
WARNING: Leaf portals saw into leaf (2134)
WARNING: Leaf portals saw into leaf (2146)
WARNING: Leaf portals saw into leaf (2425)
WARNING: Leaf portals saw into leaf (3085)
WARNING: Leaf portals saw into leaf (3167)
Average clusters visible: 570
Building PHS...
************ ERROR ************
Vismap expansion overflow
Darn.
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I'll mess around with it some more (and not remove the detail flags this time, lol).
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1-800-CALL-CYKO
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http://dpball.com/files/maps/beta/zsiege_b3.zip
I think the VIS issue is fixed now.
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Test tonight?
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I just added some more hint brushes around there.
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Lol map looks awesome, That Worldcraft Sshot of taco is confusing, map seems to be alot of work hm?
I'll sure have a lot of fun while I'm playing it!
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I wondered that myself. I didn't change anything, but they look less yellow than before. They're still yellow, though, just not as yellow.
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can any1 tell me if u can get 2 flags? I spotted a 2nd one on top of the castle, but no way to get it....
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if there are less than 6 ppl on the server, the 2nd flag gets locked
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whew cool that....
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looks really REALLY I MEAN REALLY SMALL no affence but make it bigger
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Stop bringing back old threads. This map has since been finished, you can check it out >here< (http://dpball.com/forums/index.php?topic=1913.0).
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isent this Zsiege?
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Yes. Bain's post links to the zsiege thread.