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Messages - Chef-Killer

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2
Completed Maps / Re: Vexxon - a 1v1 Matchmap by promarijan
« on: October 30, 2016, 09:09:16 AM »
Nice DM map :)

Moved it to the "Completed Maps" board.

3
Beta / In-Progress Maps / Re: xbmapsnow
« on: October 30, 2016, 08:52:33 AM »
All Textures are working fine now :)

I like the small ramp you added to get high.

The lighting issues are weird. Did you changed something of the compiler or used wrong .wal files (other texture, other colormap, ...)?

Did you already tested the phong shading?

A few more screenshots:

4
Beta / In-Progress Maps / Re: xbmapsnow
« on: October 23, 2016, 05:42:18 AM »
Some textures are working now, but there're still problems with some other textures (screenshot 1).

Screenshot 2, 3 and 4 are some lighting issues (colored and black spots).

Screenshot 5, 6 and 7 are some more wrong/misaligned textures.

Maybe you should try adding phong shading to the ground.

This example map shows you how to use the flames:
ftp://otb-server.de/pub/Maps/map/_flametest.map

5
Beta / In-Progress Maps / Re: xbmapsnow
« on: October 18, 2016, 11:06:28 AM »
Well i've always thought previous snowy maps etc. looked unrealistic. In your first screenshot for example, the wood texture has no evidence of snowfall.
I meant more the well done snowy terrain than the texture choices. How about an combination with such a terrain and your textures?

- As for the texture sizing, I wasn't really sure what the difference was meant to be. I saw one texture in another folder at 128x128 so I just made them all that size. Are they supposed to be 64x64 then?
It's different depending on what kind of texture you have. For a barrel texture I think it's 64x64 and 256x256 for the hr4 version, yes.

- And the texture load problem, well i've no idea whats wrong there. 'Bad .jpg file'? What does this even mean? They've all been fine for me thus far...
BASEBALLDUDE is right, resaving the jpg files works for me. You should work on them again and update the download zip.

Some more stuff to fix and improve from the old map:
There's a PB_droptofloor warning when loading the map. It seems to be the missing second ammo item on the right side on top of the red teams ramp.

The map still supports the gamemode 1Flag without having a single flag. You should add the missing single flag and remove the team flags from this gamemode. Or just remove the gamemode from the worldspawn, flags and player spawns if you don't want to add it.

Moving some of the player spawns out of the corner to avoid spawn killing. Maybe change the angle value after that.

The lighting can be improved a lot in my opinion. Use the sun lighting more efficient with adding the keys/values. Maybe some more lamps or light textures can give the map a nice look, too.

Align all wood textures and use the same width for all colored wood brushes around the map (high).

I'm not sure if hint brushes can help a lot, because the map is very open and you can see almost everything all the time (apart from the way behind the flag down to the ice). It also looks like your hint brushes doesn't really work. Make sure to skip the non-used faces of the brush, otherwise it can make the result even worse.

6
Beta / In-Progress Maps / Re: xbmapsnow
« on: October 17, 2016, 05:08:59 AM »
I'd prefer a snowy terrain jitspoe used for pbcup_dsm1q (screenshot 1) and fixing old bugs and problems with the map while mapping. It would look a lot more realistic and improve the map instead of just changing textures, etc.

There's a problem with your script and with some of your textures (screenshot 2).

While running the script the game crashes all the time. Try this one:

Code: [Select]
textures/blindy2/Sandlight2
{
{
map textures/blindy2/Sandlight2.tga
alphamask
scroll static 1 static 0
}
}
models/blindy/tree1/branches1
{
{
map models/blindy/tree1/branches1.tga
         alphamask
}
}
textures/blindy2/snowstorm
{
        {
                map textures/blindy2/snowstorm.tga
                alphamask
                scroll static 2.5 static 2
        }
}

The size of the lowres textures seems to be wrong. 128x128 for a barrel and 256x256 for the hr4 barrel can't be right.

Also the barrels are looking very strange (screenshot 5).

7
Paintball 2 Discussion / Re: mapsearch: soccer
« on: September 23, 2016, 12:00:56 PM »
Did you already searched for "soccer" on the ftp server?

ftp://otb-server.de/pub/Maps/

I think most of the soccer maps are outdoor. Can't remember a good indoor soccer map at the moment.

8
Mapping / Re: How do we get granted permission to modify/Edit those maps
« on: August 09, 2016, 10:10:27 AM »
Moved the topic to the mapping main board, because it's more a general mapping discussion than only for the map graveyard.

Good question and hard to find a workable solution. That's one of the main reasons why the Map Committee never published any stuff. It's nearly unable to work for years.

Anyway, you don't get permission when decompiling mapfiles with WinBSCP and the quality isn't as good as you think in my opinion.

9
Mapping / Re: Ladder, with Ladderjump
« on: June 21, 2016, 08:09:33 AM »

10
Moved to "Beta / In-Progress Maps".

Please post new maps here :)

11
Completed Maps / Re: Underwater Beta 4
« on: September 08, 2015, 10:05:18 AM »
Not sure if there are overlapping brushes, it looks a bit like that. If so, try to avoid them and add a clear brushwork.

Also compiling errors disappear sometimes if you just move the brushes a few units.

If that doesn't work, I can have a look at the mapfile if you want to.

12
Map Graveyard / Re: BATTLEFRONT B3 - Out now
« on: August 30, 2015, 01:08:30 AM »
I like the idea of single flag. Not every new map must be ctf, even it's the most popular gamemode. More maps with other gamemodes than ctf will give the game a nice input.

13
Map Graveyard / Re: BATTLEFRONT B3 - Out now
« on: August 29, 2015, 10:41:09 AM »
Feedback in german is done, see our website :)

http://www.otb-server.de/wbblite/thread.php?threadid=3207

14
Map Graveyard / Re: Alphate_b2 New map.
« on: August 28, 2015, 11:36:50 AM »
Attachment works fine for me. Added it to the second post.

Just had a quick look at the map. A few stuff I've noticed:

- you should add "angle" "#" to the player spawns to set the viewing direction
- with a nice sun lighting the map would look much better and a lot more realistic
- screenshot blue color: there's a small gap in the wall
- screenshot green color: there's s small gap between the floors resulting in a dark space below the wood floor

15
Map Graveyard / Re: BATTLEFRONT B3 - Out now
« on: August 23, 2015, 10:12:07 AM »
I'll have a look at it the next days.

Edit: http://www.otb-server.de/wbblite/thread.php?threadid=3207

16
Completed Maps / Re: Underwater Beta 4
« on: August 23, 2015, 09:47:09 AM »
Looks good so far. I prefer the lighting with the flames, too.

I'd add "group" "###" to the weapon_pballgun entities. That makes the map a bit more balanced.

There's a small hole on the right side of the left path to mid high, not sure if that was your intention (screenshot 1).

Didn't test the gameplay yet.

Some more screenshots with stuff to align and visual fixes.

17
Completed Maps / Re: Underwater Beta 4
« on: August 17, 2015, 01:48:40 PM »
In my opinion the second one matches a lot more with the ground texture and the sky box.

18
Map Graveyard / Re: BATTLEFRONT B2 - Out now
« on: August 17, 2015, 09:12:32 AM »
For barrels, boxes, etc. you can lock the texture alignment. It's very easy and and saves a lot of work. You only need to create a brush, align the textures and lock it. After that you can copy (not mirror!) and move the brush without any problems or misalignments.

Edit: It's helpful to use the 16 unit grid for the first alignment.

19
Mapping / Re: BSP leak check doesn't work
« on: August 16, 2015, 11:04:30 AM »
These things can be useful for bigger maps with many surfaces, but this is a very small map without many surfaces. I can't see any reason why he should use a lower quality export when the normal final compile works fine. It seems that he just used the buggy final compile (high quality).

20
Mapping / Re: BSP leak check doesn't work
« on: August 16, 2015, 07:06:05 AM »
There's a problem with the final compile (high quality). Try using the normal final compile instead.

To the map:
- fixed item warning while loading the map
- fixed one more leak. I didn't notice that before, but avoid a big box around the map to fix leaks.
- I'd prefer sun lighting for the areas with a sky. With shadows it would look a lot better, the current lighting is too bright in my opinion. Add the values to the worldspawn.
- I'd delete the light values from the white texture faces of the light brushes, light values for the face with the light texture is still bright enough
- two low areas are too dark, you should add one more light source there
- if you don't want that the glas texture is visible in the secrets, replace the nodraw glas texture with clip brushes (just use the clip texture) to fix the visual problems. Maybe glas would look better, then you can play around with the flags Trans33 and/or Trans66.
- barrel sides are misaligned
- boxes with dp logo are misaligned. You can mirror the logo with a negative surface size (SX -1.0/-0.5). Also I'd prefer not using the logo for the top/for all faces
- detailing stuff like barrels and boxes that doesn't block VIS should reduce numportals if necessary
- use a surface size of SX 100.0 and SY 100.0 for non-visible brushes like skies, bases, clip brushes, etc., if you have still problems with the max patches error

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