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Messages - bLiNdThInG

Pages: [1] 2 3 ... 9
1
Beta / In-Progress Maps / Re: xbmapsnow
« on: October 28, 2016, 04:46:21 AM »
Some textures are working now, but there're still problems with some other textures (screenshot 1).

It is odd that you're having problems with the textures as I've tried playing the map on 3 different pcs with a fresh install of dp2 and it's worked fine every time. Nevertheless I opened and re saved every texture with Wally so hopefully there should be no issues now.

BETA 3 is here = http://www.filedropper.com/xbmapsnowb3

Changes:

- The blizzard effect has been moved to the low ice area as it was a little too annoying across the main route and caused some low fps rates.
- Majority of textures aligned correctly (except the flames for now).
- Slight lighting changes, trying to get rid of coloured spots etc.

Thanks all for the feedback. Enjoy,

blindy.


2
Beta / In-Progress Maps / Re: xbmapsnow
« on: October 20, 2016, 01:59:34 PM »
The sky textures are 2048x2048px. I would use them as hr4 versions and add low res files.

Ah yes! That had slipped my mind. Thanks! Link Updated.

3
Beta / In-Progress Maps / Re: xbmapsnow
« on: October 20, 2016, 12:17:38 PM »
I really like the rework, looks great. Well done!

Thanks!

BETA 2 is here = http://www.filedropper.com/xbmapsnowb2_1

Fixes/adjustments:


Sun lighting added.
Extra lighting added (lanterns low)
Texture load error fixed
Texture sizings fixed
Odd shaped barrels fixed
More interesting terrain added (in bases)
Script fixed (thanks chefkiller)
HOM fixed
Gamemode issue fixed
2 Spawn points moved




Still to do:


Texture alignment
Minor lighting changes
Suggestions?



Thanks,

blindy.

4
Beta / In-Progress Maps / Re: xbmapsnow
« on: October 19, 2016, 09:57:27 AM »
I believe the proper term is HOM (Hall of Mirrors) on one of the ramps. This sometimes happens when qvis makes a mistake, and it can usually be solved with hint brushes.

A "leak" refers to something where you can see or access stuff beyond the map's bounds. It's also associated with HOM, but it's the mapper's fault rather than qvis. I don't think this map has a leak.

Ah okay yeah I know what you're on about now. I think I may have already fixed this. There's a hint brush at the top of both ramps and I'd forgotten to make the bottom (which touches the ramp) a skip texture. Hopefully that was it. Thanks for the feedback ulappen.

5
Beta / In-Progress Maps / Re: xbmapsnow
« on: October 19, 2016, 05:56:59 AM »
It's not. The jpg images are in a format the game does not recognize. Just open them up in Wally or something and re-save them using the JPG format.

I think Ace may actually have a point though, as the only textures that failed to load properly were the ones that contained capital letters. Either way i've changed all the texture names to non-capitals and open and resaved from inside wally, so hopefully that should solve that one.


Try using hint brushes or using "detail".

Hint brushes are only for the vis and I can't see detail helping to be honest. I can try add detail though although where do you mean, the clip brush or the ladder itself?


I meant more the well done snowy terrain than the texture choices. How about an combination with such a terrain and your textures?

Ah I see, well I could add some more interesting terrain here and there? Maybe in corners and make the ramp more interesting?

I've fixed the PB_droptofloor error and the gamemode issue, changing it to two flags only. And great point about the player spawns, i'll be sure to move (maybe half of?) them around.

As for the lighting, this was an intentional choice. I used sun lighting originally but could never get an adequate look, too many shadows etc. But i'll give it a go again.

Well the hint brushes seem to be stopping the game drawing the other base when your in your own base and in a few other places they have helped keep the r_speeds down. Just to clarify  the hint brushes should have one face hint texture/value and the others skip texture/value?

wow, it look amazing on the screenshots

Thank you! hopefully I can get it to look like that for everyone.

yes looks great, like dp can be looking, great.
but on one or both ramps from base are a leak.
and if somebody know(i already downloaded and played)
how can others download the files to play, the other players didnt have textures, or havent most, and the snow script i think didnt worked too by them.

German: ja sieht toll aus. Wie dp nun super aussehen kann.
Aber an einer oder beiden Rampen von den bases weg ist ein leak.
Und falls jemand weis(ich habe sie schon gedownloaded und gespielt) wie können andere alle files downloaden. Andere Spieler hatten die meisten Textueren nicht, und ich denke das Schneescript hat auch nicht funktioniert bei denen

What do you mean 'leak'? There is no leak... And for other players to play the map, all the files would need to be uploaded to the server I believe?

Thanks all for your help! B2 coming soon!

6
Beta / In-Progress Maps / Re: xbmapsnow
« on: October 17, 2016, 11:49:40 AM »
Thanks for the replies.

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. Either way, I wasn't really aware of any bugs for this map? Apart from the blue ladder jump of course. Indeed I tried to fix this, using clip brushes, but even copying the red side so both were identical didn't fix the issue, so I gave up. I think the jump is still possible though as I did to it once in testing.


- That's odd regarding the code, it's never crashed my game? Thanks for the improved version though!

- 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?

- 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...

- Im not exactly sure what's caused the problems in screenshot 3 and 4 but i'll see if i can fix it. Judging from the position of them it may be something to do with the hint brushes i've used.

- Yeah, the barrels just came out like that after the decompile, I forgot to fix them haha, i'll do that.



Thanks for the help, I'll get round to a b2 as soon as I can.

7
Beta / In-Progress Maps / xbmapsnow
« on: October 16, 2016, 03:45:03 PM »
Hi all,

So, a while ago I saw this in the forums:
How about we get into contact with server hosts and every holiday we could have set maps that are festively remade like a "snowy wobluda" with christmas decorations etc..

And I decided recently that i'd give it a go (not wobluda though). xbmap seemed like a good map to try first, as it's still fairly popular and not too big.



Just a couple of notes about the map:

-I've tried to create a sort of blizzard effect in the centre of the map using a scrolling transparent snow texture so i'd like to know if people like that or just find it annoying.

-r-speeds arn't great but arn't terrible either. I've managed to get them down to below 2.5K after playing around with hint brushes.

-I've had to upload the file elsewhere as it was too large to post here (mainly because of the new skybox). Even when I split it into two parts the upload kept timing out...



Here's BETA 1: http://www.filedropper.com/xbmapsnowb1


BETA 2: http://www.filedropper.com/xbmapsnowb2_1


BETA 3 is here = http://www.filedropper.com/xbmapsnowb3

(Screenies updated - b3)



All in all hope people like the map.

ps. if anyone wants any other maps texturing like this (maybe wob) i'm happy to give it a go as well.

Thanks,

blindy.

8
Other Stuff / Re: guitarists
« on: August 19, 2013, 11:15:57 AM »
Electric, acoustic and occasionally classical.

Anything Rock, indie and some blues aswell.

Guitar does take alot of time but just a few minutes a day adds up quickly...


9
Cheater Reports and Bans / Speedcheat - mrdynate
« on: May 12, 2012, 03:21:32 PM »
Arcitic pgp - 62.108.40.110:20002 - about 10:15pm GMT

10
Clans, Matches, and Tournaments / Re: 3v3 Pickup Tournament
« on: March 26, 2012, 12:58:08 PM »
Sounds great and i'd like to join in aswell.

11
Map Graveyard / Re: Newmap: Micmac
« on: March 16, 2012, 11:38:19 AM »
Thanks, that's really useful feedback.

Yeah, on having another look at the map, I totally agree. It's just too bright. I will definitely change that.

I for one didn't like the ice jump up the ramp through some tiny cap
Is it specifically the jump through the gap that you don't like?, or the ice itself? Maybe low would be better without ice? (with some changes)

There is a bug on the wall. Ice, next to the ramp on the blue side (the ramp to grass).
There is a bug on the high base or whatever. Where there is a gap on the wall. You can jump there and can get stuck.
I can provide ss's if you don't get what I mean.
There is a bug with some of the spawns -  facing walls.
The gap on the base wall - can fall into that and get stuck.
Yep, managed to find all of them, so they will all be corrected.

All those models you added were a nice touch, except for the rope thingie, didn't quite get that
Thanks and me neither, I just thought the model was quite nice and seeing as I've used the texture elsewhere, I just added the model in for the hell of it  :)

Bases. Base is huge, good visibility, lots of entrances. But at the same time the flag looks quite 'random'. If you manage to take the flag, you can take a fast exit to ice, up the rope, or to mid. If the enemy was camping and you succeed, then I think you get an easy capture. But I have a feeling most of the time it gets down to aggresive team constantly being killed by the base camper, because it's quite simple to defend the flag. But this is all just a guess, need to play on it to suggest how the flag should be located.

I don't like the 'jumppad barrel'.

Since the routes in this map aren't really super-connected it is easy to reach enemy base without even seeing the enemy once. It's fine to happen sometimes, but this makes this map more of a racing map - a contest who can capture the most flags. Can't say for certain that this is the case, but it sure looks like it. Of course, this doesn't look as bad as tatras/prolandr or something
As you say, capping is quite quick and that's not always a good thing and the 'campability' of the map isnt either. I've got a couple of changes in mind to hopefully improve gameplay, so I'll see what I can make for b3 and as for the 'jumppad barrel' with these changes in mind, that will be going  :)

12
Map Graveyard / Re: Newmap: Micmac
« on: March 15, 2012, 03:51:18 PM »
That's no problem. Thanks  and yeah, I can understand that. I just tried to make it more interesting but maybe im going about it wrong...  Suggestions?

13
Map Graveyard / Re: Newmap: Micmac
« on: March 14, 2012, 02:24:58 PM »
Haven't had any feedback for b2 yet, so i'm still wondering where to go with it... Feedback would be much appreciated. Or maybe I should move on and leave this map?

14
Map Graveyard / Re: A few new short jump maps
« on: March 14, 2012, 12:50:51 PM »
The second sky is my one  :)

15
Map Graveyard / Re: Nonturno
« on: March 09, 2012, 12:25:00 PM »
Nice map! Just had a quick run around, and I really like it. The layout of the base is quite unique with the ice etc... Just a few things though, there are two small gaps between the grass brushes in the bases, which are unnecessary and I found the jump, with 2 crates surrounded by a piece of wood, very difficult. Also, there is a crate overhanging somewhere, I've forgotten where exactly, but I think that might be more of an annoyance than anything else. Apart from that really nice work and another great map :)

16
Map Graveyard / Re: Newmap: Micmac
« on: February 24, 2012, 04:17:28 PM »
BETA 2

Hey all back with beta 2, all links and screenshots above.

I've tried to address all of the issues and problems brought to my attention aswell as making the map more interesting. Quite a few changes, mainly being the map is alot more open now, walls aren't as high and some routes have changed a bit. Having quickly checked the map again, I've noticed a couple of obvious problems. Anyway let me know what you think. Enjoy.

-blindy.

17
Map Graveyard / Re: Newmap: Micmac
« on: February 10, 2012, 03:31:27 PM »
Okay thanks. Beta 2 is on the way, as I said that I would finish this map on the area52 map thread, I just don't have alot of time at the moment.

The textures in the HR4 folder don't have to be 512x512 do they? and will this affect anything? Yeah, a few other people have mentioned the high flat walls etc so I will try to make them abit more interesting etc. As for the texture allignement that's almost all done.

18
Map Graveyard / Re: Newmap: Area52 - Deathmatch
« on: January 31, 2012, 02:34:44 PM »
Okay thanks chefkiller (as always  :)), but I'm not sure that I will even finish this map. There is an underlying theme of the maps that I've created, in that I can't say that any of them have been a success and so I think it's about time to throw in the towel. I might finish this map and possibly micmac If people want to see them finished but I think it's probably best if I don't clutter the mapping board with my half finished, poorly made and often poorly designed maps, much like this one. There are alot of skilled mappers out there and it's not right if I'm taking attention away from their maps which are more deserving of feedback etc.

Thanks blindy

 


19
Map Graveyard / Re: Newmap: Area52 - Deathmatch
« on: January 30, 2012, 12:37:41 PM »
The map was made in a rush and It shows...   :-\

- The map does not support DM mode.
Doh!  ::)

- There's something weird at the top of the ramps that makes you move really slow.
I'm not sure what happened there because when I tested the map originally that didn't happen and I could do the jumps easily but now it seems you can't. Anyway I'll sort it out.

- The window borders are transparent on the back sides - looks weird.
Yeah I've just noticed that aswell...

- r_speeds are pretty high for the amount of detail in the map.
- Water seems like it will just be frustrating and not add anything to the gameplay (also contributes to the high r_speeds).
Is the water the main reason then for these high rspeeds? I think I agree, the water is frustrating, I'm just not sure what to replace it with, or how I should change these areas yet...

- Everything looks slightly misaligned, like you didn't use the grid (most everything should be snapped to a 32 unit grid).
I'm not sure what you're referring to. To me most things seem aligned okay. Could you give me a couple of examples?


I will fix all of these for b2, thanks for the feedback!  :)


20
Map Graveyard / Re: Newmap: Area52 - Deathmatch
« on: January 29, 2012, 11:26:51 AM »
Thanks guys  :) and yeah, sorry I forgot to mention that this map uses my own sky.

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