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Q3ct4
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Author:  Pat Howard [ 01-30-2010 07:49 AM ]
Post subject:  Re: Q3ct4

That blows, man. This happened to me over the summer. Lost a map, most of my music, tons of pictures and word files etc. You've just gotta learn from it. Computers are like anything else. You get burned once and then you don't let it happen again.

Now I back up all my files across multiple platforms. External HDDs are very cheap these days, I use a WD external HDD, Divshare.com for big uploads and Dropbox.com for quick daily .map file updates.

Even if you don't want to decompile the beta and start over, this map obviously wasn't a complete loss. You seem to have learned a lot from it. Either hunker down and get back to work or just move on. You'll get over it soon enough ;).

Author:  cityy [ 01-30-2010 09:08 AM ]
Post subject:  Re: Q3ct4

I wanted to resetup my windows and put everything on my external HDD - When I wanted to put everything back in place the HDD didn't work anymore. Maybe it was too old.
Well, yes, external Harddrives are cheap but I am still in school and simply can't afford a new one..

I wouldn't even need to decompile the .bsp because I always put the .map file in the pk3 but the last version I have online is outdated - I was close to release the maybe last beta. With the HDD a lot of new textures, brushes and shader stuff died and now my motivation is arround 0.. I don't want to drop this map because it seems like folks like it and gameplay works out in most parts but I also don't want to redo all this stuff... :(

Author:  cityy [ 02-01-2010 05:10 AM ]
Post subject:  Re: Q3ct4

I wanted to use ID's sfx/fan texture but I'm experiencing problems with it:



Even though there is another brush over the fan-brush I can see directly through to the skybox - why?

Other screenshots:



Path from MH room to RA room.



Wood texture is new.



Path from YA to MH room. Brick texture is new..


Edit:

Fan problem is fixed.

Author:  cityy [ 02-02-2010 04:11 AM ]
Post subject:  Re: Q3ct4

Worked on lighting and added some of Tabun's decals:





The brick texture is looking a bit too clean IMO - gonna work on it again I think..

Update on the brick texture:


Author:  obsidian [ 02-02-2010 07:47 AM ]
Post subject:  Re: Q3ct4

If you are going to dirty up the textures, I suggest you add bits of grunge rather than random scratches which would appear more on metal. That last picture looks like someone scribbled random lines over your bricks. Maybe start by dirtying up the mortar and edges. Add some cracks in a few select areas, depending on how large the texture is (don't over do it).

Author:  cityy [ 02-02-2010 10:19 AM ]
Post subject:  Re: Q3ct4

Thanks for the advice Obsidian - I didn't even think of that.

Some more screenshots:







I am still looking for a good texture for the boxes...

Author:  cityy [ 02-05-2010 06:43 AM ]
Post subject:  Re: Q3ct4



Any feedback about lighting? Looks a bit weird but I dont know what todo..



Updated my old brick texture.

Author:  cityy [ 02-13-2010 05:15 AM ]
Post subject:  Re: Q3ct4

http://www.youtube.com/watch?v=kJEFdxqxRHQ

A quick walk through video I made for some friends. Thought that I could post it here...

Author:  AEon [ 02-13-2010 07:54 AM ]
Post subject:  Re: Q3ct4

The more obvious way would have been to post another beta ;)... for in-depth feedback on all your changes.

Author:  Hipshot [ 02-13-2010 10:12 AM ]
Post subject:  Re: Q3ct4

I haven't tried this level, but looking at the screens and seeing the movie. You seriously need to change the green door texture and also, scale down the size of your doors. They look huge, I can imagine they look insane in third person....

Author:  cityy [ 02-13-2010 10:21 AM ]
Post subject:  Re: Q3ct4

AEon I don't think the map is ready for another beta yet - maybe I'll put the new version up within the next few weeks...

Gonna look into that Hipshot.

Author:  Hipshot [ 02-13-2010 10:25 AM ]
Post subject:  Re: Q3ct4

The doors I used in Industrial was 40x80, what are yours? They certainly look a lot larger.

And about that texture, it just looks bad (I'm surprised it's still at CG, I mean, that white line...) and you could probably never have more than one since it's so distinguished.

Author:  cityy [ 02-13-2010 10:45 AM ]
Post subject:  Re: Q3ct4

Let's say they are "a bit" larger :owned:

Hmm, I actually never looked much at the door texture - just needed one and this one was the first best I found.

Author:  cityy [ 02-20-2010 01:28 AM ]
Post subject:  Re: Q3ct4



Is there any way to make this rock wall not look ugly? These shadows look a bit weird to me..

Author:  Delirium [ 02-20-2010 02:43 AM ]
Post subject:  Re: Q3ct4

yep, make it a phonged surface

like this
Code:
textures/folder/texture
{
    q3map_nonplanar
    q3map_shadeangle 90
    qer_editorimage textures/folder/texture.tga
   {
      map $lightmap
      rgbGen identity
   }   
    {
        map textures/folder/texture.tga
        blendFunc filter
    }
}

or alternatively

Code:
textures/folder/texture:q3map
{
    q3map_nonplanar
    q3map_shadeangle 90
}

Author:  Foo [ 02-20-2010 03:01 AM ]
Post subject:  Re: Q3ct4

Am I remembering right that if it's made out of a single patch mesh, the edges will get softened shadows?

Edit: This is an example on DM6:
Image

Author:  obsidian [ 02-20-2010 07:03 PM ]
Post subject:  Re: Q3ct4

Yes, single patch meshes will usually be assigned a single smoothing value. Q3Map2 phong shaders have the advantage of working on any (brush, patch, model) surface.

:up: on using the :q3map suffix. I approve.

Author:  cityy [ 02-27-2010 02:18 PM ]
Post subject:  Re: Q3ct4

***UPDATE***

Link: http://cityy.explicits.de/uploads/maps/q3ct4_b14.zip - 15mb

Notes:

It has been a while since the last update - though I hope folks didn't lose interest in posting some feedback. :toothy: A lot of changes in this version - I wont list them all because I can't even remember the previous version. :b
I would like to know how you guys think about texturing and lighting. Hopefully I can release the map soon.

I hope everything works fine - tell me if I forgott to add something.

Screenshot:


Author:  obsidian [ 02-27-2010 05:20 PM ]
Post subject:  Re: Q3ct4

The upper grey parts needs more detail, you did a good job on the bottom half which makes the top look twice as plain.

Author:  cityy [ 02-28-2010 08:13 AM ]
Post subject:  Re: Q3ct4

***UPDATE - Beta 1.4.2***

Link: http://cityy.explicits.de/uploads/maps/q3ct4_b142/q3ct4_b142.zip(~15mb)

Changes:

- added a lot of clip brushes
- added some more details and lights

Screenshot:




Feel free to give some suggestions about possible things to add/remove. :toothy:

Author:  Pat Howard [ 02-28-2010 11:51 AM ]
Post subject:  Re: Q3ct4

cityy, I only played your last update (b14), but this is really looking fantastic. Huge improvement over your last map. Looking forward to seeing the whole map taken over by the grungy "under construction" aesthetic. As things are it looks like a few places have gotten much more attention than others, but that is perfectly understandable at this point.

Also, unless it motivates you for some reason, I'd stay away from falling into the habit of updating too frequently. Only update when you really want people to test something new gameplay-wise in your map. Otherwise screenshots will do the job.

Keep it up!

Author:  cityy [ 03-06-2010 12:27 PM ]
Post subject:  Re: Q3ct4

Cool to hear you like it Pat! I just updated twice in that short time because the map was hardly playable without additional clipping.

I worked on highlighting the teleporters:
http://www.youtube.com/watch?v=PVb3p_yAeWA

What do you think?

Author:  cityy [ 03-10-2010 10:04 AM ]
Post subject:  Re: Q3ct4

Some screenshots:





Removed the stair ways - they have been weird...



The old PG hallway.

Author:  cityy [ 03-12-2010 02:59 PM ]
Post subject:  Re: Q3ct4

***Update - last beta***

Link: http://cityy.explicits.de/uploads/maps/ ... m4_b15.zip (~ 10mb)

Note: I changed the map name for some reasons. To start the map type "\map ct3dm4".

So here it goes - the last beta. I finally want to release the map.
I would appreciate it if folks take a last look into it and say if it is ok or suggest small changes.

Thanks for all your feedback and the help with this my map - I learned a lot during the build process (e.g. always have a backup of your latest .map online :owned:).



Edit: I just noticed that I forgott to mention cha0s in the readme.. The blue firefly like thingies at the teles are taken out of one of his maps.

Author:  Foo [ 03-12-2010 05:16 PM ]
Post subject:  Re: Q3ct4

Dropbox is awesome for map backups :up:

Author:  Pat Howard [ 05-27-2010 08:13 PM ]
Post subject:  Re: Q3ct4

Hey dude, congrats on 2 great reviews. You earned 'em.

Author:  cityy [ 05-27-2010 09:08 PM ]
Post subject:  Re: Q3ct4

Thanks man, I'm very happy with them! :)

Edit:

http://lvlworld.com/review.php?id=2098

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