Slowly but surely... (ODQ3DM6)

CokeMachineGlow
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Post by CokeMachineGlow »

top knotch work odium...cheers 4 the effort. :icon14:
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Foo
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Post by Foo »

CokeMachineGlow wrote:top knotch work odium...cheers 4 the effort. :icon14:
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DRuM
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Post by DRuM »

I think you could put a subtle little logo if you wanted discreetly on the map with 'odium' or something, in the same way osp has that little icon placed on dm6.
o'dium
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Post by o'dium »

Oh Drum, do you really think i could get away with NOT adding something hidden? ;)
DRuM
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Post by DRuM »

Hehe, it'll be like an easter egg.
phantasmagoria
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Post by phantasmagoria »

did you decompile the old dm6 and import it? or are you rebuilding it from scratch?
[size=85]
o'dium
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Post by o'dium »

phantasmagoria wrote:did you decompile the old dm6 and import it? or are you rebuilding it from scratch?
Scratch, thats why its taking longer than 5 seconds. Plus this lighting is a bitch...
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hemostick
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Post by hemostick »

Hmm, makes me remember that I messed around with the editor the other day and apparently the default bsp mode doesn't optimize the triangulation like it did in doomedit. :|
Oeloe
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Post by Oeloe »

With decompiling you'dl lose the lighting anyway.

I hope you achieve some nice lighting (and texturing) on your dm6 remake. :) Btw didn't you say you were gonna make a pro-dm6 layout? Shouldn't you call it OD4PRO-Q3DM6 or ODQ3DM6-PRO or something like that.
Last edited by Oeloe on Sun Oct 23, 2005 10:16 pm, edited 1 time in total.
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hemostick
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Post by hemostick »

Afaik, he's building it from scratch, as mentioned in his other thread somewhere around ;)
xchaser
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Post by xchaser »

keep us posted with pics.

:icon14: :icon14: :icon14: damn nice work.
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Guest

Post by Guest »

Nice work odium. It's kinda surprising when you think about it that they would do something like that themselves seeing as it was definitely a very popular map. It'll be fun to see it with some nice lighting too.
Fjoggs
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Post by Fjoggs »

I'll say it again: Perhaps they tried to encourage the community to create assests like that themselves.
xchaser
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Post by xchaser »

I think we got too little maps with Quake 4. I remember having more maps with Quake 3 like 17 or so dm maps and a load of ctf maps. Maybe they will make a add-on and load it with a ton of maps like they did with doom 3 resurction.
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o'dium
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Post by o'dium »

xchaser wrote:I think we got too little maps with Quake 4. I remember having more maps with Quake 3 like 17 or so dm maps and a load of ctf maps. Maybe they will make a add-on and load it with a ton of maps like they did with doom 3 resurction.
Well, Q3 was JUST a MP game.

Plus Quake 4 had "assault" planned but looks like it was canned...
o'dium
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Post by o'dium »

Well guys, I'm happy to report bridge <-> rail is back.

Can anybody here tell me why the maps doing this? This isn't a curve, its just a brush...? (Those odd lines)

http://www.quake2evolved.com/odium/q4_lines.jpg
Last edited by o'dium on Sun Oct 23, 2005 5:33 pm, edited 1 time in total.
Psyche911
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Post by Psyche911 »

Did you enable show tris on just those 2 brushes? :p
o'dium
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Post by o'dium »

Haw haw :p
nightwing
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Post by nightwing »

I thought they were putting back dm6 just like the way they did with dm17 (longest yard)
surgeon62
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Post by surgeon62 »

Oh Drum, do you really think i could get away with NOT adding something hidden?
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duffman91
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Post by duffman91 »

Not that I want to take a stab at you or anything, but please keep the map at a graphics intensity that is reasonable. I think you'll get the most success from a port if you keep it as true to the original as possible. Don't go hardcore on the lights and effects.
o'dium
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Post by o'dium »

Who said i was anyways, i a;ready said it was gonna be a detail-less straight up port.
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duffman91
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Post by duffman91 »

o'dium wrote:Who said i was anyways, i a;ready said it was gonna be a detail-less straight up port.
In that case, carry on :up:
o'dium
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Post by o'dium »

Well, maybe a few things here and there. Remember that this is Doom engine stuff, so its not as easy to light a level as it was in Q3. Now you have so many different factors its not funny.
shiznit
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Post by shiznit »

Looks good so far.
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