Author Topic: New Map: Abandon All Hope - Final Release  (Read 69500 times)

Eiii

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Re: New Map: Abandon All Hope
« Reply #60 on: August 25, 2007, 12:59:02 AM »
Start cheating to get BSP to not split stuff. Raise detail-y brushes one unit off the floor, etc.

Zorchenhimer

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Re: New Map: Abandon All Hope
« Reply #61 on: August 25, 2007, 10:17:59 AM »
I've gotten it down to 5020 numportals. Shouldn't it be able to light?

Chef-Killer

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Re: New Map: Abandon All Hope
« Reply #62 on: August 25, 2007, 11:41:00 AM »
Nice one y00tz :)

Does there comes an error? Or something else? Or get you just a black map?

Zorchenhimer

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Re: New Map: Abandon All Hope
« Reply #63 on: August 25, 2007, 11:44:25 AM »
Does there comes an error? Or something else? Or get you just a black map?

I get this:

Chef-Killer

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Re: New Map: Abandon All Hope
« Reply #64 on: August 25, 2007, 11:48:55 AM »
Autsch...

ArghRad is the lighting part, so it have nothing to do with VIS and also nothing with the numportals, i think.

I am not sure what this message means, never saw this before :-\

Zorchenhimer

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Re: New Map: Abandon All Hope
« Reply #65 on: August 25, 2007, 11:52:47 AM »
Autsch...

ArghRad is the lighting part, so it have nothing to do with VIS and also nothing with the numportals, i think.

I am not sure what this message means, never saw this before :-\

It basically the "illegal operation" one, only I have MS Visual Studio installed and it wants to try and fix it.

Zorchenhimer

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Re: New Map: Abandon All Hope
« Reply #66 on: August 27, 2007, 11:55:32 AM »
** Update **

Beta 2 is almost done. I made some headway today, and was able to get it to light. So here are some screenies. I'll release it once I fix the rest of the barrels (almost there).

Apocalypse

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Re: New Map: Abandon All Hope
« Reply #67 on: August 27, 2007, 05:19:17 PM »
Looks good I hope to test it for you once released in those pics the r_speeds look pretty good.

Zorchenhimer

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Re: New Map: Abandon All Hope
« Reply #68 on: August 27, 2007, 05:52:12 PM »
The big room in the center is the worst with r_speeds. Before I changed a bunch of stuff it was hitting 4,500 at some spots.

jitspoe

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Re: New Map: Abandon All Hope
« Reply #69 on: August 29, 2007, 01:11:09 AM »
With the barrels the right size, the bricks look HUGE.  The barrels aren't phong shaded, so chopcurve wouldn't have done anything anyway.  I just assumed you were getting the MAX_PATCHES error, but when the compiler crashes... well, that's anybody's guess as to why.  The numportals has nothing to do with lighting.  That's just for VIS.  Surface area is what matters for lighting.

I think I mentioned this before, but why don't you just use the stock white barrel and use the new textures as the HR4 version?  Also, some phong shading on those barrels would help a lot in making them look less boxy.  To phong shade things, set the value in the surface properties (but don't check light!).  Everything with the same value will be blended together.  Basically every barrel needs its own value (just the side textures, not the top), but I typically cheat.  I gave the .wal files for all the barrel side textures different values and just make sure no two barrels with the same color touch.  It's not the most efficient for the compiler, but it makes things easier.

Zorchenhimer

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Re: New Map: Abandon All Hope
« Reply #70 on: August 29, 2007, 10:49:38 PM »
With the barrels the right size, the bricks look HUGE.

I was thinking the same thing. :-\

Edit:
How does this look?  I scaled down the walls and floor.
« Last Edit: August 29, 2007, 11:16:15 PM by Zorchenhimer »

jitspoe

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Re: New Map: Abandon All Hope
« Reply #71 on: August 30, 2007, 02:00:12 PM »
That looks a lot better.

Apocalypse

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Re: New Map: Abandon All Hope
« Reply #72 on: August 30, 2007, 02:15:24 PM »
The light there looks kind of big don't you think?

y00tz

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Re: New Map: Abandon All Hope
« Reply #73 on: August 31, 2007, 12:20:36 AM »
I don't know for sure, but if that brick is a ctp1 texture, it's probably scaled down in this next release that is due out when I get back from Ohio this weekend.  If it is a ctp1 texture (which I think it is) than I'd leave the scaling alone.  If anyone has noticed any crucial scaling textures from the ctp1, such as these bricks, be sure to post it and a screen shot in the CTP discussion or release threads.

-y00tz

Zorchenhimer

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Re: New Map: Abandon All Hope
« Reply #74 on: September 01, 2007, 10:52:16 AM »
Ok, after a few months, I have finally finished beta 2. Here it is. I have replaced all the large barrels with smaller ones, re-sized the floor and wall textures, temporarily removed the floating barrels, and added minor changes. Also, in an attempt to avoid any more confusion with the textures, I have 're-organized' them.

abandon_b2.zip

Zorchenhimer

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Re: New Map: Abandon All Hope - Beta 2
« Reply #75 on: September 02, 2007, 10:53:36 PM »
** Bump **

Forgot to update the thread title and fist post.

jitspoe

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Re: New Map: Abandon All Hope - Beta 2
« Reply #76 on: September 05, 2007, 05:33:24 PM »
Demo'd and put on the beta server.

Zorchenhimer

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Re: New Map: Abandon All Hope - Beta 2
« Reply #77 on: September 13, 2007, 08:09:33 AM »
I changed the bridge in over the water on the lower level. Didn't like the way it looked. Didn't fit in. So how do you think this looks? I have a feeling this will affectively murder my r_speeds there, however. They are already high due to the water. Anybody have any ideas?

Also, I realized about 5 minutes after I released beta two that I had forgotten 6 barrels. Oops.

Oh. One more thing. I don't like how the brick texture tiles. Jits, believe you mentioned that in the demo too. Any body have suggestions on that one?

jitspoe

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Re: New Map: Abandon All Hope - Beta 2
« Reply #78 on: September 19, 2007, 01:41:20 PM »
a) Use a different texture.
b) Break large, uniform surfaces up a bit more with various details.
c) Avoid large rooms.

Not much else you can do.

The new bridge looks better, but it looks like it's just sitting there not attached to anything.

Zorchenhimer

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Re: New Map: Abandon All Hope - Beta 2
« Reply #79 on: September 19, 2007, 07:07:40 PM »
The new bridge looks better, but it looks like it's just sitting there not attached to anything.

I'm afraid of making that more complex and making the r_speeds go to the moon.


a) Use a different texture.

... But which one?