Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - KURWAJAPIERDOLE

Pages: [1] 2 3 4
1
Beta / In-Progress Maps / Re: Newmap: Kurwahouse SIEGE/DM map - BETA 7
« on: January 08, 2016, 05:02:02 PM »
Thank you :P

When I will have some time, would make it to the end...

Hmm, I thought I replace black personwatts with sth else, cause Jitspoe didn't like it :D Are you sure, that did you download last Beta 7 texture pack? :P

That's sad, that DM and Siege aren't very popular ;(

2
Beta / In-Progress Maps / Re: Newmap: Kurwahouse SIEGE/DM map - BETA 7
« on: March 22, 2015, 09:49:43 AM »
This is propably final realese. I can't do much more to improve map.

I fixed some glitches, lower kitchen furniture to be jump-on-it-able, rotate trees models, addings sounds.

If you will found anything to be changed post about it, if not mayby this topic should be moved to "completed maps"

Download:
- KURWAHOUSE_B7.bsp



- FULL KURWAHOUSE PACK it include H4 JPG textures, models and sounds and of course NEWEST KURWAHOUSE_B6.BSP file

- TEXTURES&SOUND pack - only textures, models and sounds, no BSP file. Big update after BETA 6 so you should download it! LowRew texture support, jpg files! You should replace all your PNG files with this!!!!!!


3
Mapping / Re: Siege mode bsp settings
« on: March 15, 2015, 11:32:24 AM »
If you have max_patches error just change "flag" in surface window ("S" on keyboard) to "SKIP". It will reduce compiling time and base will still working. Also you said "base on the gorund" - it should be from ground up to the sky (or in every window) to work like it should.

4
Beta / In-Progress Maps / Re: New siege map: Pineapple Express
« on: March 13, 2015, 04:56:33 PM »
Very nice barn. I'm waiting for some better progress to tell more about it :P

5
Beta / In-Progress Maps / Re: Newmap: Kurwahouse SIEGE/DM map - BETA 6
« on: March 09, 2015, 11:37:15 AM »
-chop 100000 whats up

I will try that ;)   ;D

6
Beta / In-Progress Maps / Re: Newmap: Kurwahouse SIEGE/DM map - BETA 6
« on: March 08, 2015, 06:47:02 PM »
I added "jumping couch" to fast jumping on the flag floor. Also there are few roads on the roof:
- From here. Use chains to climb to the vent door. Also you can climb tree to jump on the window frame than to the vent door up to roof.

- You can (I think this is the easiest way) jump on roof in fornt of house. Climb on left tree (only tis one in front of house is climbable) than jmp on the lower roof, than jump on the lamps and you are now on the roof

- You can use chimney or glasswindow:


- Here is jumpin couch. Just walk/jump on this part that i shoted. You will be "shoted" to the flag floor.

- You can also jump to the flag room by using another balcony. Just jump close to the wall.



Also there is tele in garden to the second floor bathroom.

Should I add some more ways to the flag? Make curent way easier? Mayby I will also reduce amount of autocoocker/automag in the house. It will be harder for defending team to aim shot properly.

Yeah, the couch meant to be with this gap, but this gap didn't mean to be that big to shot throguh it. Mayby I will add wood, or nodraw brush inside to block balls.

7
Beta / In-Progress Maps / Re: Newmap: Kurwahouse SIEGE/DM map - BETA 6
« on: March 08, 2015, 09:25:11 AM »
So finally I could finished BETA 6. You should really download FULLPACK!

- Now all textures are JPG files, so they take less space
- New environment sounds! Download fullpack to get it. It's not that much but adding some more fun to gameplay
- Some all new textures (piano, lightbeams, HR4 ENV moonsky (pbsky3) - I realised that there is no HiRes SKY for pbsky3 (starry sky). I made all new sky so you can add it to all hires pack on forum if you want... Just made some photoshoped stars and moon in highres. It just looks better.
- Aligment all textures I could find. I properly made all brushes in the map and stuff that you propably won't see :P
- Better outdoors lamps and lighting - now this ugly lamps are replace with better ones ;) You should see it!
- Trying to work with HINT brushes. Numportals drop from 3200 to 2060. Can't do anything more about it...
- Added LOW RES textures for very poor pc.
- Piano looks even better :P
- Added mappics etc.
- Some minor updates, that I can't think about it now...

DOWNLOAD:
- FULL KURWAHOUSE PACK it include H4 JPG textures, models and sounds and of course NEWEST KURWAHOUSE_B6.BSP file

- TEXTURES&SOUND pack - only textures, models and sounds, no BSP file. Big update after BETA 6 so you should download it! LowRew texture support, jpg files! You should replace all your PNG files with this!!!!!!

- NEWEST! KURWAHOUSE_B6


<copy from 1 post>


So what do you think about it? Could it be the final version or should I change something? Guns type etc?

Please for some feedback :)

8
Mapping / Re: Any ideas for a siege map?
« on: March 01, 2015, 06:21:06 PM »
Mayby some airport? :P There is no map like this in PB2.

9
Mapping / Re: Visible light rays
« on: March 01, 2015, 02:00:41 PM »
I was thinking about it :D i will have to look in texture directory.

EDIT: You can close topic :) It realy is just PNG texture with transparent background. Congrats for sb who got this briliant idea :D


10
Mapping / Visible light rays
« on: March 01, 2015, 06:38:36 AM »
Hi,
I was playing on Twilight2_preview.bsp and I was very curious how this light rays from lamps was created.



I was trying to achive sth like this with simple adding light value but of course it didn't work.


11
Beta / In-Progress Maps / Re: Newmap: Kurwahouse SIEGE/DM map - BETA 5
« on: February 28, 2015, 07:32:43 AM »
Thx Jitspoe for advices.

I had hr4 pball textures, but I don't know why it didn't worked :D I reinstall Paintball and now evrything is fine :O Hr4 is really nice haha :D Didn't know that untill now.

Also I wanted to use JPG textures, but always get eror like "no png file" :O Didn't know it will work good with JPG. After reinstalling DP2 JPG textures are working :D So soon with beta6 I will upload it instead of PNG. It will reduce file size enormous.

Didn't know about fliping textures :D (this is my 3 map after 2 jump maps :P ). I will definitly use it in beta6!

With this lighting you are right - I last played pb2 4 years ago and my settings was for some darker jump maps - I had gl_brightness 1. With gl_brightness 0 map is much darker becuase I set all lightings to be goodlooking with my settings :< Too bad for me :D Have to change it now. What do you mean by "batched file"? BSP? Open it in notebook or how to make all lights lighter with one click? If there isn't any easy fixed I will just change all lights value by hand in bsp editor :P

Hmm I will try use this hint brush like you said, but it will be hard, because there is a lot of transparent windows. I was asking in another topic how to hint brushe but you said it didn't work :D I will make hint brush like this red lines and see what will hahppened.

I know about this crates and boxes with wrong aligment :D I will change it in beta 6 (in fact, I already done that :P ). In Italy.bsp some creates are still wrong align :D

Hmm will do sth with this stairs. I already used clip brushes on it to be climbable jsut by walking not jumping but the first stair is little to high. Mayby I will add some clip ramp and it will work fine.

Thank you for advice! I get your PM now :)


12
Mapping / Re: Color msg in worldspawn and camera at te end of match
« on: February 25, 2015, 10:11:41 AM »
Thx Baseballdude and JMR :D I like fast answers. I know that it's like funname but coudn't figureout how to know what symbols are bend with which colors :)

13
Mapping / Color msg in worldspawn and camera at te end of match
« on: February 25, 2015, 05:46:45 AM »
Hi,

I'm asking how to set up camera at the end of the match? In some maps (ex. New York by Baseballdude) at the end of the match camera moves to proper direction sets by map maker. How to achive that? Is it some entities or what?


Also in map New York Basebaldude have color msg in worldspawn :D What you have to write in entities "worldspawn" in "msg" to get color letters?

14
Beta / In-Progress Maps / Re: Newmap: Kurwahouse SIEGE/DM map - BETA 4
« on: February 22, 2015, 07:34:59 PM »
Haha because I coudn't get fast reply for my post and I have time to work on my map I made exatcly what you just wrote D: Make grain 0.5 scale and it looks perfect now! Also I totally retexture swimmingpool - I think it looks 100 times better now ;) You have to download new textures here (or again download all texture pack):

-ONLY new Textures for BETA 5 Kurwahouse

What's new in beta5?
- So basically I remodeled some brushes that was wrong align etc
- Retexture swimming pool
- Retexture front taracce
- New ladder to swimming pool :P
- Optimize map that now r_speeds in croners are 27k (before it was 38k!) so I think it's the best and the most great improvment from BETA 4. It adds additional 10-12 FPS on my GTX 570 (stable 46fps in garden and stable 60fps in all house)
- Some smaller fixed that you propably don't notice but they are here :D

So here is download link:

DOWNLOAD KURWAHOUSE_BETA 5

Some screenshot of the pool (sorry Cameron for delete black line :< )



I also didn't add anything on balcon :< Max_patches error =/

Very thx everybody for map testing and good word! Especially for Cameron with his demos :D It helps a lot! And this WC on second floor - you can get here by teleporting from garden :D In this "circle" hedges in the middle is teleport ;) But mayby I will add moving toilet in the second bathroom :P


15
Beta / In-Progress Maps / Re: Newmap: Kurwahouse SIEGE/DM map - BETA 4
« on: February 22, 2015, 02:01:43 PM »
Ok, so I'm trying to fixed evry texture and stuff. I coudn't make "T" shape black line in the pool - it's a big brush and after making it "Max_patches" error occures.So i decided to retexture swimmingpool.. Dunno if it looks good hmm. Mayby this white borders shoud be something other? It staying out from floor I think.

Here is some sc:
OLD ONE:


NEW ONE:





Also this is how this woods on the corners look:




I think blue pool tiles look good, but can't be so sure about pool borders :P

16
Beta / In-Progress Maps / Re: Newmap: Kurwahouse SIEGE/DM map
« on: February 21, 2015, 02:22:19 PM »
Attached a demo of things I noticed walking around.  Looked at r_speeds afterwards... I can see why you don't want to care, 40000!  But yeah, looks really nice.

Very thanks for this demo. I could fixed textures on some surfaces. That was great post.

Fixed in B4:
- I saw that you couldn't reach vent door and climb on the chain ladder on pool ;) I made it easier and add some clip brushes.
- Windows are fixed, diagonally cut and textures are rotate 90 where it is needed.
- I didn't change wood texture in the wall corners - I just think it looks much cooler like this ;) But thx for showing hah :D It's not wood - it's plastic wood-a-like thing ;)
- Stairs are now much slimier and looks more naturally. I didn't add any support because can't figure out what would look good :P I think it's not much problem - it's paintball :D
- I didn't know that white texture in pool is metal haha :D I just like it ;) You said it should be concrete so I made it like this and add this black lines. I think it looks cool.
- Wood stairs with leds also are changed. Now every step look the same ;) I didn't even think about it earlier.
- I redesign lounger. Now it looks so much better :P Not just texture, but also I changed brushes...
- I know that the kitchen feels tall :D I add chair so now you can jump on worktop much easier.

How many hours did this take to make? The level of detail is insane. This would work well with siege and dm, if not for the insane r_speeds. Two things I noticed:

1. Pianos have three pedals. What piano in the universe only has two pedals? Because I am a pianist, I find this insulting and hurtful to me and the pianist community. I want to see three pedals on that piano by beta 4. Edit: This statement has been proven wrong by Cameron. In fact, such pianos do exist. In this case, it is fine to leave the piano as it is.

2. It would be cool for that computer to have digital paint open and showing the menu screen or something like that.

- I don't know. Just making my map during breaks beetwen studying to exams.
- ad. 1 Fixed ;)
- ad. 2 You should earlier shot this monitor xD And you woudn't ask about that :D

To all ppl arguing about piano, this is stupid in english language that "piano" means TWO things. We should know that tehre is "GRAND PIANO" with always 3 pedals and "UPRIGHT PIANO" with 2 or 3 pedals ;) In Polish GRAND PIANO is called "fortepian". Grand piano (like this one in my map) has alwayes 3 pedals :D

We played yesterday on here and i did like it but, i did experience some fps drop issues i don't have the best pc  but, still. Maybe look into making this map playable on lower end pc's.

P.S. I only got lag issues when leaving the front of the house.

Making this map playable on lower PC will be very hard :< It will looks worse. Lag issues is like you said - in front of the house, around the garden. But most time all shooting have place inside house so that shoudn't be so much problem.


This is one good looking map. Congratulations!
I notice that you have a lot of lights on the ceilings that stand out and I think if you embed them you could reduce the r_speeds quite a lot. There are also the  windows and a few other places that could be optimized to lower the r_speeds.
I know that it is a lot of work to do and changing the lights might affect the lighting too but I think it will make the map more playable.
Keep up the good work :)

What do you mean by that? How can I optimized windows? :< Hint brushes didn't work =/

I was trying to embed the light's but it' didnt help. I made it in the room with fish on the windows because there is a lot of leds. Nothing changed :< r_speeds is exacly the same, but lights ray and shadows look worse. Do you really think it would help? :O


I also make chandelier a little bit lower that now triple to the top floor is easier.



-Some other fixes like table in the main livingroom. There were some mess with brushes, now it looks great :P Also fireplace, doors etc. were fixed. If you have time - please check and give me your advice!

Here is link for beta4: (also first post will be edited):

KURWAHOUSE_B4



Thanks everybody for nice words :)

17
Beta / In-Progress Maps / Re: Newmap: Kurwahouse SIEGE/DM map
« on: February 20, 2015, 02:34:22 PM »
As far as balance, maybe make the trick jumps to get up top a tiny bit easier, or add a stairway on both sides of the flag area. As it is now, someone can camp every possible angle to the flag with out moving.

I guess the main thing I would try to fix is adding some clipping around the windows you are jumping into. There's a little 1/2 unit edge that you can get stuck on pretty easily.

Not sure which windows do you have in mind? ;) In one window I already have clip brushes and in others I don't think that it is necessary. :) But mayby I'm wrong :D

I add some way to the flag. Now you can "jump" on the grey couch, and bounced on the higher level, also tehre is a ledder clip brush in one side of this wall with tv - I couden't think about sth else, also than creating to complicated ladder I get max_patches error ;) (I already push the limits to fit it with lighting).

Also add one box to jump into window. And last one getting to vent tunel is easier now. With this changes it's harder to camp in room with flag.


Here is Link:

KURWAHOUSE_BETA3

18
Beta / In-Progress Maps / Newmap: Kurwahouse SIEGE/DM map - BETA 7
« on: February 20, 2015, 09:32:08 AM »
Hi,
I know many of you doesn't like DM or SIege, but I like play it beetwen my jump session so here is my first siege/dm map. You can propably already play it on HTML's servers (Deatchmatch Poland, or HTML's Siege PL).

It's full of detail and needs powerfull computer to play comfortable - but it's 1997 game so propably 80% of you can play it in min. 30 fps in evry corner of map and 60fps inside house should be optain. I didn't look for r_speeds limit because I don;t care about it - 1000 was good 10 years ago. I was just trying to finished my house map - jsut for fun and to find out if anyone would like to play on it.  Now I want to hear some ideas/opinions about my map - what would you change AND why.

Also what would you do to keep balance. I know that getting flag in  my Kurwahouse is not very easy, thats why all players inside house get "low" carabines at start, players on the outside get high/medium carabines. Mayby I should give ppl in House only PGP?
There is also multiple path to get flag from roof, balcony and door. But mayby it's a little to hard to get it from this path?

And yeah - if you have bad pc - it's "laggy". Hint brushes didn't work, so I can't do anything about it.

Ok here is the map:

- FULL KURWAHOUSE PACK it include H4 JPG textures, models and sounds and of course NEWEST KURWAHOUSE_B6.BSP file

- TEXTURES&SOUND pack - only textures, models and sounds, no BSP file. Big update after BETA 6 so you should download it! LowRew texture support, jpg files! You should replace all your PNG files with this!!!!!!

- NEWEST! KURWAHOUSE_B7


Screenshots:









PS. Look up for eastern egg and shot evrything :P

19
Mapping / Re: The possibility of a new map?
« on: February 03, 2015, 05:11:14 PM »
Make DM/TDM map. I'm making one now. Html said he will run up new DM server in few days so some new DM maps would be great.

20
Mapping / Hint brush + transparent window.
« on: February 03, 2015, 02:13:18 PM »
Hi,
I'm currently creating very big map, where r_speeds is very big. It doesn't bother my computer at all (Like propably all your computers) but I'm thinking about optimization. I read some tutorials about HINT brush like this one http://panjoo.tastyspleen.net/rust/tutorials/hint/hint.htm but' it's only easy if map is corridor or not very complex. I can't find tut how to make HINT brushes in maps where there is transparent windows (only find sth about func_areaportalwindow but it's only availible in newer games...). I'm trying a lot, but hint brush don't work. It's very hard to guess where the VIS will be in BSPeditor so during creating HINT brushes I'm feeling like walking alone in the dark.

If anybody can show me on this map example how to hide all the piramids? If this is even possible...


Pages: [1] 2 3 4