Author Topic: Kung Fu - Final Release 14/08/2007  (Read 34676 times)

Dirty_Taco

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« Reply #40 on: August 05, 2007, 07:31:15 PM »
Post removed
« Last Edit: July 26, 2010, 12:09:57 AM by Dirty_Taco »

Xena

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Re: New Map: Kung Fu
« Reply #41 on: August 05, 2007, 11:30:01 PM »
p.s you posted as i typed this, koremagna, the chinese text might look amazing on the map, but whether we could quite do it justice with BSP is another matter! I'll ask reed to take a gander at it.

let me know which/what chinese text you want to use. Whether you want computer generated or true chinese brush writing, i can get it done for you (jpeg wise...). and i did try the map out on a server (it was running the map). i see what the sun is... it's a stupid door. lol i didn't notice on the image. it's very nice except the space is quite tight, not enough jump spot but the 'secret' air vent is a nice touch :)

keep it up! would like to see the final touch.

y00tz

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Re: New Map: Kung Fu
« Reply #42 on: August 07, 2007, 01:46:42 AM »
Has this been mentioned?


DrRickDaglessMD

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Re: New Map: Kung Fu
« Reply #43 on: August 07, 2007, 07:54:55 AM »
ok, I've implemented the func_areaportals, corrected that wall texture, put in some vis-blockers in the pagoda and tidied a couple of other things up.

I looked into the wooden block thing you mentioned, Eiii, and one side was misaligned, so ive corrected that. Definately all detailed though, so i don't know how to procede. how did you get the tris up? ive looked all over for the command lol

any other suggestions?

KoreMagna, getting a chinese brushed logo for each base, probably just saying 'red' and 'blue', in black, at 128x128 (low res) and 1024x1024 (high res) would be awesome, as long as we could keep the filesize down-ish. If its too much trouble just let me know, its no problem. PM me if you need any more details!

Thanks,

- Dagless M.D


ViciouZ

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Re: New Map: Kung Fu
« Reply #44 on: August 07, 2007, 07:56:47 AM »
gl_showtris 1 i believe.

Reed

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Re: New Map: Kung Fu
« Reply #45 on: August 07, 2007, 08:15:22 AM »
Hmmmm, thought i'd fixed that y00tz.

Xena

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Re: New Map: Kung Fu
« Reply #46 on: August 07, 2007, 02:31:55 PM »
no, that's detailed... you do want the word red and red colour? and blue in blue? oh wait... you said black... lol

I'll PM you the pics... let me dibble, dabble on a few different selections for you.

Eiii

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Re: New Map: Kung Fu
« Reply #47 on: August 07, 2007, 05:40:07 PM »
As I said- detailed brushes SHOULDN'T split other brushes, but they apparently do. Again, wtf.

darn YOU QVIS3!!

DaRkNeSS

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Re: New Map: Kung Fu
« Reply #48 on: August 07, 2007, 09:12:43 PM »
That is one nasty looking map.

Great work guys.

Corporal Perez

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Re: New Map: Kung Fu
« Reply #49 on: August 08, 2007, 01:50:42 AM »
Kilo what graphics card do you have?

KiLo

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Re: New Map: Kung Fu
« Reply #50 on: August 08, 2007, 01:54:38 AM »
Kilo what graphics card do you have?

Well I gots an NVIDIA GeForce Go 7900 GS with 256 MB of RAM

lekky

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Re: New Map: Kung Fu
« Reply #51 on: August 08, 2007, 07:57:37 AM »
I have the exact same card, how the hell do you get 500 more fps than me?

KiLo

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Re: New Map: Kung Fu
« Reply #52 on: August 08, 2007, 08:09:06 AM »
I have the exact same card, how the hell do you get 500 more fps than me?

Do you have cl_maxfps 0, cl_locknetfps 0 and gl_swapinterval 0?

It also may have to do with the rest of you computer too. I am running a 2.0 GHz Intel Core 2 Duo with 2 GB of RAM. So that may have something to do with it.

Apocalypse

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Re: New Map: Kung Fu
« Reply #53 on: August 08, 2007, 09:58:51 AM »
Could also be internet connection I know my cable lowers my fps.

blaa

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Re: New Map: Kung Fu
« Reply #54 on: August 08, 2007, 10:18:35 AM »
I dont think internet speed lowers fps :D. There may be some connection problems (like there were with GT when peoples pings went mad at some time). When im downloading or whoever using the same internet in my home is doing something and then i start dp, then i see PPS loss, bot fps loss :). So, that argument, apocalypse, is probably wrong.

Who gives a intercourse if u have 300 fps? 82 is more than enough..

Apocalypse

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Re: New Map: Kung Fu
« Reply #55 on: August 08, 2007, 10:27:27 AM »
Lol maybe that comes from me having 5 other windows open at the same time.

Nitroboy

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Re: New Map: Kung Fu
« Reply #56 on: August 08, 2007, 10:38:33 AM »
yehhhh, i see alot of my crappy textures, yehhhh. :D

DrRickDaglessMD

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Re: New Map: Kung Fu
« Reply #57 on: August 08, 2007, 12:06:19 PM »
im having a nightmare with the func_areaportal, a showtris is still showing the engine drawing most of the main when you're stood by the tables.

ive tried different methods for putting the AP in, only one of which doesn't result in an 'area portal doesn't touch 2 areas' error, the 3-ply wall method on gamedesign.net. The engine still draws whatever is beyond the sun doors, so obviously the areaportal isn't working correctly. There are no leaks past the portal, to my knowledge.

Any ideas?

- Rick Dagless M.D

jitspoe

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Re: New Map: Kung Fu
« Reply #58 on: August 08, 2007, 01:40:18 PM »
Looks nice.  I haven't had a chance to look through it thoroughly, but there are a few issues that stood out:

1) Scale.  The map is way out of proportion -- tables are over 5 feet tall, the doorknob is like over your head (I think y00tz mentioned he was going to fix the texture scale of the door in the final CTP release, but it will have to be adjusted in the map, too.  On a side note, making that door flush with the wall will reduce polygons, look better, and keep people from getting caught on it.)  The whole map almost needs to be scaled down to about half the size in order to look right, but that's probably not realistic.

2) Lots and lots of wood textures need to be rotated.  Wood grain should always go along the length of boards, and it should be consistent on all sides. 

3) Writing your name on the wall with brushes looks really cheesy and detracts a lot from what is an otherwise great looking map.

Eiii: The only thing detail brushes do is make vis ignore them.

Dagless: Areaportals are a real pain to get working.  They have to separate two completely separate areas of the map which are only visible to each other through the areaportal.  I think you also have to split the door frame apart, since everything on one side of the area portal can't be visible from the other, so if the door frame crosses over, it won't work.

Eiii

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Re: New Map: Kung Fu
« Reply #59 on: August 08, 2007, 01:47:33 PM »