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Messages - Savage

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1
Mapping / Re: Keep Q2 Map Format?
« on: August 27, 2005, 02:50:32 PM »
But you have to manually create the collision.

Uhm... no. The embedded .ase models behave just like brushes or patches in-game.

2
Mapping / Re: Keep Q2 Map Format?
« on: August 27, 2005, 01:33:08 PM »
Just to point out: DP already has q2-based model support. The problem is keeping extra media distributed after people copy the map - ie: a server owner plays your map, then copies it to his own server... and he loses your custom texture/model, etc without knowing it. HL allows you to include the texture in the .BSP, but that's not always the best solution. I do think it'd be nice to optionally pack files on the end of the .BSP.

Well in q3bsp things work a bit different (better): The model geometry from .ase models are incorporated into the .bsp file and get properly lit with lightmaps. This way you can have whole parts of the map being in fact a model.

3
Mapping / Re: Keep Q2 Map Format?
« on: August 27, 2005, 08:13:26 AM »
Well, I'd vote for the Q3 map format:

- polycount is much lower compared to a Q2 map of same complexity

- there are good free (even GPL one) tools available since the Q3 source release

- q3bsp handles terrain quite nicely

- you can create the architecture with brushes (which is fast and efficient) and stuff in detail with models

- Q2 .map (not .bsp) format is similiar to Q3 .map format. There are converters available.

- curved surfaces. Won't be used very often... but nice nonetheless.


4
General Development / Re: Light blooming/camera-loving sprite?
« on: July 25, 2005, 01:36:57 PM »
Well, that list is a lie. There's tons of other stuff that we'd like to have... but these are the "more important" things.

5
Map Graveyard / Re: new map: "Warehouse" beta 1
« on: June 10, 2005, 11:46:16 AM »
I hope you'll continue to make Paintball2 maps. It's always nice to have a fresh, new style of maps in the game. :)

Thank you very much :)

6
Map Graveyard / Re: new map: "Warehouse" beta 1
« on: June 08, 2005, 07:23:59 AM »
I released the final version today.

http://savage747.sa.funpic.de/warehouse.html

7
Map Graveyard / Re: new map: "Warehouse" beta 1
« on: May 31, 2005, 11:19:33 AM »
Oh, yep, thank you for pointing out these issues. Once I get a corrected build done I think I will call it "final" then :)

8
Mapping / Re: Open-Sourced Maps
« on: May 27, 2005, 11:51:49 AM »
I only see advantages for mappers when opening their map sources. It's not only useful for Newbies - enabling people to have a look onto the source can generate useful feedback or even direct help... thank you jitspoe for tweaking my map btw :)

Savage

9
Map Graveyard / Re: new map: "Warehouse" beta 1
« on: May 26, 2005, 10:46:40 AM »
Based on jitspoe's tweaked version here comes beta 4:

http://savage747.sa.funpic.de/warehouse.html (with screenshots).

This one uses very expensive rad lighting (-extra and -chopsky 16)... so it takes 40 minutes to compile it.


Savage

10
Map Graveyard / Re: new map: "Warehouse" beta 1
« on: May 26, 2005, 05:58:32 AM »
Thanks for your efforts. The lighting indeed looks much better now.

I think I will make all the doors static. The garage doors have high annoyance potential and the middle doors increase r_speeds without giving any serious tactical enhancement (I for sure wouldn't want to run into a more or less open field without knowing exactly where other players are). Plus you can always go back a few meters (through a more or less secured area) and end up on the other side of the (closed) door.

New (final?) beta coming soon.

11
Map Graveyard / Re: new map: "Warehouse" beta 1
« on: May 25, 2005, 01:24:21 PM »
beta 2: http://savage747.sa.funpic.de/warehouse.html

This includes some usable doors. I hope this improves gameplay... but it could damage gameplay, too. Includes 1-flag CTF, too

12
Map Graveyard / Re: new map: "Warehouse" beta 1
« on: May 24, 2005, 02:42:28 PM »
Thanks for your advise.

I uploaded beta 2 at http://savage747.sa.funpic.de/warehouse.html

Not final, but I already fixed a couple of things.

Savage

Edit: aaahh... spotted a blue barrel with a misaligned texture. Good this is not final ;)

13
Map Graveyard / Re: new map: "Warehouse" beta 1
« on: May 24, 2005, 11:27:26 AM »
I am using GTKRadiant 1.4 running under Linux. Thanks for the debug1 tip - very useful :)

14
Map Graveyard / Re: new map: "Warehouse" beta 1
« on: May 24, 2005, 09:48:13 AM »
true, but with bots I could at least have tested if capturing the flags works properly :)

15
Map Graveyard / Re: new map: "Warehouse" beta 1
« on: May 24, 2005, 02:04:02 AM »
Thanks for your encouraging comments.

The name "Warehouse" is badly chosen - it indeed is more a generig storage theme. I would love to include more details like some machinery but I have not seen anything fitting in the available textures (and I try not to ship with additional textures because it's hard to find GPLed ones).

Plus I have trouble keeping the polycount low. q2map really creates loads of small polygons (which may have something to do with my 0.5 default texture scale - q3bsp handles this much, much better). Nonetheless I managed to keep it below 1000 wpolys (usually 400-800). Judging from midnight2 I thought this would be okay.

The map is fairly small and the basic layout is definitely nothing you haven't seen yet. My primary focus is to learn the basics (and I felt a more sophisticated layout may be hard to get right with the first try). This map hasn't seen *any* gameplay (I somehow fail to spawn bots for basic testing due to insufficient op status - on a server I locally started) so any feedback on what "works" in this map and what not would be cool.

Savage

16
Map Graveyard / new map: "Warehouse" beta 1
« on: May 23, 2005, 02:37:44 PM »
Hello,

this is my first map for dp (and my first map for the Q2 engine).

I have no experience with item placement - you may find it highly flawed. The layout of this map is very simple - I started mapping this thing yesterday.

Feedback appreciated.

http://savage747.sa.funpic.de/warehouse.html

(ZIP includes .bsp and .map - I intend to release it GPL'ed once finished)

Savage

P.S.

I know the name of this map sucks ;)

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