my ent plus work.
Re: my ent plus work.
Amazing stuff fKd, amazing stuff.
Re: my ent plus work.
I love the feeling of the atmosphere, looks amazing, but what do you plan to do in this place? any puzzles? AI combat? story?
Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
Re: my ent plus work.
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.
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.
Re: my ent plus work.
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.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.
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.
Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
Re: my ent plus work.
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.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.
Re: my ent plus work.
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.Eraser wrote:actually the limits are still very much there
Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
Re: my ent plus work.
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.
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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Re: my ent plus work.
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.
Re: my ent plus work.
It is amazing map. So many details! Eraser would be in three-day orgasm 

Re: my ent plus work.
A long time. In fact, I'm going to say that he won't finish it. Unless the campaign is only 1 map long, with only 2 rooms. : )CZghost wrote:How long will be the map unavaible?
Re: my ent plus work.
u mad?
Re: my ent plus work.
And thus, the Void has entered LEM...u mad?

By the way: This will be another great map by fKd, great work so far, as always keep going!
If you are caught on a golf course during a storm and are afraid of lightning, hold up a 1-iron. Not even God can hit a 1-iron.
-Lee Trevino, golfer who actually has been struck by lightning.
-Lee Trevino, golfer who actually has been struck by lightning.
Re: my ent plus work.
No. I don't get mad like that.fKd wrote:u mad?
I just speak my mind.
What I said (above) was actually going to be posted on the same day this thread first started, but I didn't bother to. Having someone ask about an ETA now was the little push that made me say it today, rather a long time ago.
Sorry you feel that way by connecting the dots between lvlworld and here. But that's not the case.
Re: my ent plus work.
these maps take time, maybe something you should have invested in your ent plus map...
Last edited by fKd on Wed Jan 18, 2012 12:42 am, edited 2 times in total.
Re: my ent plus work.
oh and yeah 2 rooms
[lvlshot]http://img406.imageshack.us/img406/9728/91169320.jpg[/lvlshot]

[lvlshot]http://img406.imageshack.us/img406/9728/91169320.jpg[/lvlshot]
Re: my ent plus work.
There it is. I already missed that part in your post above after your first edit.fKd wrote:these maps take time, maybe something you should have invested in your ent plus map...

@pic:

EDIT:Typo corrected
If you are caught on a golf course during a storm and are afraid of lightning, hold up a 1-iron. Not even God can hit a 1-iron.
-Lee Trevino, golfer who actually has been struck by lightning.
-Lee Trevino, golfer who actually has been struck by lightning.
-
- Posts: 392
- Joined: Fri Sep 17, 2010 1:53 am
Re: my ent plus work.
fKd wrote:these maps take time, maybe something you should have invested in your ent plus map...




Anyways everything looks as hot as frack. It may have a tech theme like a lot of games but it has that organic touch that sets it apart and makes it different. Kind of Crysis-like, dunno why.
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http://emeraldproductions.weebly.com/index.html
Re: my ent plus work.
no, you misunderstood me.fKd wrote:these maps take time, maybe something you should have invested in your ent plus map...
it is exactly why i said what i said (above), because i invested a lot of time into my ent map, and much of it was ent work. i already know how it feels.
and i've seen you burn out on previous maps before, maps with high detail. so, when i saw your screenshot here, i saw the detail and i knew you'll most likely burn out again because all your time went into details instead of the whole project / ent.
not at all. and only 12yearolds go "oohhh, *point* owned!"OOOOOOOOOOH, owned big time!
Re: my ent plus work.
thing is there is no rush. im indeed taking my time, got rl stuff to do so mapping time is far more limited. but this sp mapping is far more rewarding to me so im confident in finishing.
Re: my ent plus work.
wow are u still on win98???
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[url=http://ws.q3df.org/]Q3 Map Archive[/url]
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Re: my ent plus work.
na, win7
Re: my ent plus work.
Old version of Photoshop, though.
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