permenant noob :)

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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kali1900
Posts: 17
Joined: Tue Mar 01, 2005 1:48 pm

permenant noob :)

Post by kali1900 »

Ever since 99 Ive been fumbling around with mapping in q3, and I still think I remain a permenant noob to this day :tear:

My latest level attempt -

images

Void744 pk3

:)
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pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Post by pjw »

I took a quick look and I actually like the layout quite a bit. :)
I'll post some more detailed feedback later when I'm not at work...
voodoochopstiks
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Joined: Tue Jun 08, 2004 7:00 am

Post by voodoochopstiks »

Heh, whoa, this looks pretty cool, I however think you could benefit from some more unity with the curves, right now, some edges are curved, and some are very hard edged, more consistency would be better I think.
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
kali1900
Posts: 17
Joined: Tue Mar 01, 2005 1:48 pm

thanks

Post by kali1900 »

Thanks for the feedback.

Id love to know how you think it plays. (with peeps) I tried to split up the feel slightly by only curving some surfaces, alot of the supporting structures are arched. I guess it doesnt really look very consistant :)

submitted for review on lvl, but reading elsewhere 'quake 3 mapping is a shrinking universe' ... oh well. :tear:
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pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Post by pjw »

Heh. Sorry it took me so long to post in this thread again--way too much stuff going on in my life.

I had actually thought this was a beta that you wanted feedback on (and it seemed pretty damn solid for a beta :))--now that I know it's a finished map, I won't subject you to a bunch of suggested changes.

About the biggest thing I noticed that you should probably pay a bit more attention to in future maps is the occasional patch cap that had hosed texturing on it--I also noticed quite a few sparklies that could probably have been killed. :)

Cool map.
kali1900
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Joined: Tue Mar 01, 2005 1:48 pm

Post by kali1900 »

Cool, thanks!

... whats a sparklie ? ... :)
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pjw
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Post by pjw »

Sparklie = t-junction error = bright flickery line along the edges of some patches, basically caused by a single brush edge spanning >1 patch edge. The way to fix is to chop up your brushwork to correspond with patches, or merge patches to span the entire brush edge.
kali1900
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Joined: Tue Mar 01, 2005 1:48 pm

Post by kali1900 »

Image

Thanks for pointing those out, and how to fix them, its wierd how it only really affected the arch cap patches ..

I could recompile, as Ive noticed a couple of lights that have surface lights and omni lights on >.< so it makes them brighter than the rest.

keep u posted!
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Anwulf
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Joined: Wed Jun 21, 2000 7:00 am

Post by Anwulf »

Might also be an endcap cap sparklie. Those are notoriously prone to sparklies even if your geometry is all right. Usual practice is to cap endcaps with bevel caps.

Yup, I was right about the caps. That's why there are sparklies.

Caulk behind curves (I saw no evidence of caulking when I turned curves off) and on the inside faces between brushes (if you've overlooked that).

Add a fraglimit or timelimit to the arena file.

You don't need to include models in the pk3 because they're compiled into the bsp. You only need to include the textures for them.
kali1900
Posts: 17
Joined: Tue Mar 01, 2005 1:48 pm

Post by kali1900 »

Wow, thanks for the tips.

I did actually use caulk on some curves, but completely neglected the arch endcaps, thanks! Thats a sign of lazyness >.<

Also, thanks for the info about models, that should decrease the pak size. I remember knowing that at some point ... lol

Im gonna recompile it at some point, and see if I cant get those blades spinning.

thanks Anwulf
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kali1900
Posts: 17
Joined: Tue Mar 01, 2005 1:48 pm

Post by kali1900 »

Ah well ..

Ive been caulking up some stuff and doing some test compiles, and decided to use q3map2, and it gives MAX_TW_VERTS exeeded, and I know what that is, and I have a guide to fixing it, but why doesnt q3map give that error during lighting ?
Surely they cant be that different ?

I think I may be in over my head .. for now Ill just use q3map ... :)

ug. .. I could just leave it and start on another map :D and be less lazy. ... thats a contradiction right there ... lol
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kali1900
Posts: 17
Joined: Tue Mar 01, 2005 1:48 pm

Caulking done ...

Post by kali1900 »

http://www.edge-zero.com/files/void744.pk3

If anybody is interested to see what it looks like now Ive added caulk to alot of areas including the arch end caps, so now the map should be devoid of sparklies, and it is except for one area, which is not in general view anyway.

Ill remember to do this first time around next time :D
thanks for your help.
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