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Topic Starter Topic: my ent plus work.

Immortal
Immortal
Joined: 02 Jun 2006
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PostPosted: 11-15-2011 12:58 AM           Profile Send private message  E-mail  Edit post Reply with quote


since these are gonna be big pics, i thought i better split it from the screenshots thread.

so ive been making a ent plus map. so far ive got the layout for the first map done. only really basic stuff done so far.
after the layout had been done and the hull sealed i've started working on a few areas. only really basic stuff so far in all departments really... so anyway, enjoy :)


this shots the first exit from the start section.


this is the start room




Last edited by AEon on 08-11-2012 02:12 AM, edited 1 time in total.Reason: lvlshot'ed 'em

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Cool #9
Cool #9
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PostPosted: 11-15-2011 01:05 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Wow, that geometry looks mighty impressive




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Immortal
Immortal
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PostPosted: 11-15-2011 01:49 AM           Profile Send private message  E-mail  Edit post Reply with quote


another angle... :D




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Old Skool'
Old Skool'
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PostPosted: 11-15-2011 02:27 AM           Profile Send private message  E-mail  Edit post Reply with quote


Now swap out those boring low res ID textures and andromedaset with some high res goodies, and it will look amazing. ;)




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Insane Quaker
Insane Quaker
Joined: 26 Nov 2009
Posts: 339
PostPosted: 11-15-2011 03:24 AM           Profile Send private message  E-mail  Edit post Reply with quote


Dito.
Although it's cool what you achieve with those old textures. Looks like a server room?




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Immortal
Immortal
Joined: 02 Jun 2006
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PostPosted: 11-15-2011 03:16 PM           Profile Send private message  E-mail  Edit post Reply with quote


yeah fully, i always kinda start with stock when im shaping up some kinda feel. will have to go find some high rez textures. have not seen anything suitable... any links to good sci-fi/industrial tex pack/s would be great.




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Glayven?
Glayven?
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PostPosted: 11-15-2011 05:58 PM           Profile Send private message  E-mail  Edit post Reply with quote


:up:




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The hell good boy
The hell good boy
Joined: 22 Jun 2011
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PostPosted: 11-16-2011 07:45 AM           Profile Send private message  E-mail  Edit post Reply with quote


:up: Yes, it looks amazing... Have you made it downloadable?



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Immortal
Immortal
Joined: 02 Jun 2006
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PostPosted: 11-16-2011 02:49 PM           Profile Send private message  E-mail  Edit post Reply with quote


na, its a long way away from a d/l. prolly about 10-20 weeks away at my current pace. damn you skyrim :olo:




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Immortal
Immortal
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PostPosted: 11-28-2011 11:11 PM           Profile Send private message  E-mail  Edit post Reply with quote


a little update shot, still workin away on this... slowly :ninja:




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Insane Quaker
Insane Quaker
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PostPosted: 11-28-2011 11:17 PM           Profile Send private message  E-mail  Edit post Reply with quote


The tech+organic theme is great, reminds me of AEon's old map. Kind of relaxing...



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Last edited by EmeraldTiger on 11-28-2011 11:19 PM, edited 1 time in total.

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Immortal
Immortal
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PostPosted: 11-28-2011 11:19 PM           Profile Send private message  E-mail  Edit post Reply with quote


another angle




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Cool #9
Cool #9
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PostPosted: 11-28-2011 11:27 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Sweet!




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Commander
Commander
Joined: 27 Apr 2009
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PostPosted: 11-29-2011 02:27 AM           Profile Send private message  E-mail  Edit post Reply with quote


Damn Fkd that's some smoking stuff! good work



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Immortal
Immortal
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PostPosted: 12-17-2011 04:34 PM           Profile Send private message  E-mail  Edit post Reply with quote




bit of work on the other end of the main systems room. blue key door.




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Commander
Commander
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PostPosted: 12-17-2011 04:57 PM           Profile Send private message  E-mail  Edit post Reply with quote


l;ooks fabulous




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Theftbot
Theftbot
Joined: 07 Oct 2009
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PostPosted: 12-17-2011 09:42 PM           Profile Send private message  E-mail  Edit post Reply with quote


Imagine if fKd knew how to model and use Ambient Occlusion?




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Immortal
Immortal
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PostPosted: 12-18-2011 01:39 AM           Profile Send private message  E-mail  Edit post Reply with quote


not my bag, im old school. bsp 4 lyfe!

+this one go's out to eraser and the great ent plus mod :D




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Cool #9
Cool #9
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PostPosted: 12-18-2011 07:09 AM           Profile   Send private message  E-mail  Edit post Reply with quote


That's just amazing stuff. You think you get to finish this in... oh... the next three years? ;)




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Grunt
Grunt
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PostPosted: 12-26-2011 12:15 PM           Profile Send private message  E-mail  Edit post Reply with quote


Nice stuff!



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Immortal
Immortal
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PostPosted: 01-05-2012 05:25 PM           Profile Send private message  E-mail  Edit post Reply with quote


early work on the power subsystems deck.




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Mercenary
Mercenary
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PostPosted: 01-06-2012 06:52 AM           Profile Send private message  E-mail  Edit post Reply with quote


map looks awesome but needs some AA



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Multidirectional
Multidirectional
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PostPosted: 01-06-2012 07:47 AM           Profile Send private message  E-mail  Edit post Reply with quote


is that a lift on the left?, nice




Last edited by skinNCNmaster on 01-06-2012 01:31 PM, edited 1 time in total.

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Immortal
Immortal
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PostPosted: 01-06-2012 12:40 PM           Profile Send private message  E-mail  Edit post Reply with quote


yup




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Immortal
Immortal
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PostPosted: 01-12-2012 12:43 AM           Profile Send private message  E-mail  Edit post Reply with quote


more power!



more mid work




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Cool #9
Cool #9
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PostPosted: 01-12-2012 01:17 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Amazing stuff fKd, amazing stuff.




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The Illuminated
The Illuminated
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PostPosted: 01-12-2012 03:46 PM           Profile Send private message  E-mail  Edit post Reply with quote


I love the feeling of the atmosphere, looks amazing, but what do you plan to do in this place? any puzzles? AI combat? story?



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Immortal
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PostPosted: 01-12-2012 04:03 PM           Profile Send private message  E-mail  Edit post Reply with quote


all the fun stuff will be done when i start working with the ent+ ents. first up im just laying out the structure. its gonna be an escape type map with a little combat and some basic key/button/trap/exploration.
think doom maps. nothing ground breaking, but its been years since i did any sp mapping. so im gonna warm up on this easy one first. hopefully its simple ents will be over shadowed by the fun factor.... heh fingers crossed.




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The Illuminated
The Illuminated
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PostPosted: 01-12-2012 10:17 PM           Profile Send private message  E-mail  Edit post Reply with quote


fKd wrote:
all the fun stuff will be done when i start working with the ent+ ents. first up im just laying out the structure.

You should get all the ent+ entities working before you do any more structure work because there are still plenty of BSP limitations you could hit. I highly recommend you get other people checking your map as early as possible, so you can implement feedback and not find you are wasting time.

I am surprised you are not going to make any of that machinery functional with entities. The main reason for using entity+ is most of the brush/entity limits are gone and you can create loads of cool working/interactive stuff. Also, upgrade those textures, they are really low resolution, find some replacements from cgtextures.



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Cool #9
Cool #9
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PostPosted: 01-13-2012 01:07 AM           Profile   Send private message  E-mail  Edit post Reply with quote


sock wrote:
The main reason for using entity+ is most of the brush/entity limits are gone and you can create loads of cool working/interactive stuff.


Ahm, actually the limits are still very much there, but the difference is that you can string BSP's together so you can work around the limits by moving the player over to the next BSP once you're about to hit any limits.




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The Illuminated
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PostPosted: 01-13-2012 07:39 AM           Profile Send private message  E-mail  Edit post Reply with quote


Eraser wrote:
actually the limits are still very much there


I was assuming that the overall map entity limit (1024) and brush entity (256) limit had been increased? because those were the main reason I could not make many interactive items.



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I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
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PostPosted: 01-13-2012 07:57 AM           Profile Send private message  E-mail  Edit post Reply with quote


IIRC, increasing the entity limits was discussed but it seems as if they are part of the engine code, thus requires more work than a simple game mod. However, you now have the same entity limits per map, and you can string a number of maps together as part of a campaign. While you still have to work within the same limits, you can split your map into chunks. Also, many of those crazy logic switches in your map can now be simplified.

Question: the game doesn't save entity states does it? Meaning if I face a closed door in map A, can I go to map B and find a switch to open it, then return to map A and walk through it? I'm guessing not, but you can always make a map C that looks exactly like map A with the open door.



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Cool #9
Cool #9
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PostPosted: 01-13-2012 10:27 AM           Profile   Send private message  E-mail  Edit post Reply with quote


It doesnt save entity states, but there is a target_variable entity that can write a value associated to a variable name to memory. Theses variables persist across map changes. They can also trigger a Target based on whether or not the variable matches a specified value. So you can set the var in map B, go back to A and trigger certain entities on map load.




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Insane Quaker
Insane Quaker
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PostPosted: 01-16-2012 12:59 PM           Profile Send private message  E-mail  Edit post Reply with quote


It is amazing map. So many details! Eraser would be in three-day orgasm :)




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The hell good boy
The hell good boy
Joined: 22 Jun 2011
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PostPosted: 01-17-2012 04:30 AM           Profile Send private message  E-mail  Edit post Reply with quote


How long will be the map unavaible?



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