Author Topic: New map: totus  (Read 33584 times)

UDead

  • Autococker
  • Posts: 592
Re: New map: totus
« Reply #80 on: July 13, 2008, 10:45:21 AM »
Heres is the next beta and final beta for this map.

There is two textures you need to download and put in the right folder.
« Last Edit: July 13, 2008, 01:23:09 PM by UDead »

T3RR0R15T

  • Map Committee
  • Autococker
  • Posts: 2593
Re: New map: totus
« Reply #81 on: July 13, 2008, 10:46:54 AM »
out city or totus now?


We need high res textures for ur new ones. The low res textures looks horrible, when the rest of the map is in high res...

UDead

  • Autococker
  • Posts: 592
Re: New map: totus
« Reply #82 on: July 13, 2008, 01:19:25 PM »
i don't use the high res because I'm used to the low res and i don't really feel like going back through and making high res, at lest right now I'm not but maybe later.



Here, just delete them as you will not need them. I'm going to change the way i have them in there. but later, I'm going out to eat later.

Garrett

  • Autococker
  • Posts: 1372
Re: New map: totus
« Reply #83 on: July 13, 2008, 03:27:17 PM »
High res textures aren't hard to make, just release the .jpg instead of a .wal.

UDead

  • Autococker
  • Posts: 592
Re: New map: totus
« Reply #84 on: July 13, 2008, 03:51:09 PM »
The thing about that is I never made it from a high res jpg, I took the low res into photoshop and made a pic and made the wal. nvm that, you don't need them anymore. I made changes to my map, so they are useless now.



Heres the new beta and now is the last beta.

Laged

  • 68 Carbine
  • Posts: 374
Re: New map: totus
« Reply #85 on: July 13, 2008, 04:01:01 PM »
I wanted to see your textures high res :)

UDead

  • Autococker
  • Posts: 592
Re: New map: totus
« Reply #86 on: July 13, 2008, 04:09:24 PM »
theres no need, and i have to go

sk89q

  • Global Moderator
  • Autococker
  • Posts: 1049
Re: New map: totus
« Reply #87 on: July 13, 2008, 06:04:36 PM »
High res textures aren't hard to make, just release the .jpg instead of a .wal.

High resolution textures are 4X the resolution and can be in any format (.jpg, .wal, .tga).

Apocalypse

  • Autococker
  • Posts: 1463
Re: New map: totus
« Reply #88 on: July 13, 2008, 06:53:36 PM »
I like the partially sunken look of the bridges(??) from the screen shots I'll check it out again tommorrow.

UDead

  • Autococker
  • Posts: 592
Re: New map: totus
« Reply #89 on: July 13, 2008, 07:18:15 PM »
sk89q, the texture he is talking about was not 4x. Anyways you don't need it, i scraped it and did something diffrent.

sk89q

  • Global Moderator
  • Autococker
  • Posts: 1049
Re: New map: totus
« Reply #90 on: July 13, 2008, 07:43:41 PM »
I know, but Garrett was saying that all you need to make a high resolution texture was to save it in .jpg format.

UDead

  • Autococker
  • Posts: 592
Re: New map: totus
« Reply #91 on: July 13, 2008, 08:22:34 PM »
well im tired goodnight

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: New map: totus
« Reply #92 on: July 13, 2008, 10:04:29 PM »
Didn't have time to read through all the comments, and I hope I got the latest beta.  I've attached a demo of some things you might want to revise.  I've also uploaded the map to the beta server for play testing (see PM for details).

UDead

  • Autococker
  • Posts: 592
Re: New map: totus
« Reply #93 on: July 14, 2008, 03:58:39 AM »
OK, thank-you jitspoe for finally replying an helping me out.


i fixed them but i don't know how to fix the thing that wants to download the missing texture that i removed.
« Last Edit: July 14, 2008, 04:41:53 AM by UDead »

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: New map: totus
« Reply #94 on: July 14, 2008, 08:33:02 AM »
In BSP there's a way to select by texture - just put in that texture name and it should select the brush that has it.

UDead

  • Autococker
  • Posts: 592
Re: New map: totus
« Reply #95 on: July 14, 2008, 03:45:23 PM »
OK, well thx i got it i think i don't feel like compiling right now


*Heres beta 3*
I should have fixed the missing texture and re aligned some too.
« Last Edit: July 15, 2008, 04:20:24 AM by UDead »

Laged

  • 68 Carbine
  • Posts: 374
Re: New map: totus
« Reply #96 on: July 15, 2008, 04:53:32 AM »
Ewww, what's this?



You can make the texture be smaller easily - select the brush, hit s. You should see "SX" and "SY" in the right corner. Change the values to 0.5 from 1.0.

UDead

  • Autococker
  • Posts: 592
Re: New map: totus
« Reply #97 on: July 15, 2008, 05:28:43 AM »
Ok,
*Heres beta 4*

UDead

  • Autococker
  • Posts: 592
Re: New map: totus
« Reply #98 on: July 15, 2008, 05:44:35 AM »
well i have to go to work see you later

Garrett

  • Autococker
  • Posts: 1372
Re: New map: totus
« Reply #99 on: July 15, 2008, 11:42:50 AM »
well i have to go to work see you later
We don't need a status update where you are going every time you leave your house.
Stop with the double posts.

Great map though.

I think this is just a high res error on my end though.