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Posted: Tue Oct 25, 2005 4:40 pm
by hemostick
Btw, have you tried the other types of visportals in QuakeEdit ? I'm not sure, it seems they're like, "portals with a drawdistance".
Maybe you can post an editor screenshot or two and people can suggest visportal placements.

Posted: Tue Oct 25, 2005 4:41 pm
by o'dium
Gladly would. TBH its best to play Q3DM6 and then you can make your own :D But if you need them then i would.

Anyways, i just noticed that now, none of my vis portals are working... Strange... Is there some flag or something someplace rad has hidden!?

Posted: Tue Oct 25, 2005 4:56 pm
by Oeloe
Well, wouldn't a few of 'our' guys (rgoer, pjw) know about this? :)

About the brightness: i assume your screenshots are not taken with your play config with high gamma etc. so there's no reason to worry about it.

Posted: Tue Oct 25, 2005 5:40 pm
by o'dium
Well i just made a small test map and i got vis working perfectly fine... I just noticed there was different vis textures, for different sizes... hmmmm...

Posted: Tue Oct 25, 2005 5:49 pm
by facerip
anyone know where i can get MatchStick BSP Decompiler v1.0.1, i can't find a working dl. I'm trying to port over hub3aeroq3, but I only have the bsp. ^^

Posted: Tue Oct 25, 2005 5:51 pm
by Oeloe
You can decompile with q3map(2).

Posted: Tue Oct 25, 2005 6:39 pm
by BeerGut
Hey o'dium, what's your estimate on releasing this map? I actually know this map, someone remade it for UT2004, it'll be useful to get a feel for the differences in each game.

Posted: Tue Oct 25, 2005 6:41 pm
by o'dium
BeerGut wrote:Hey o'dium, what's your estimate on releasing this map? I actually know this map, someone remade it for UT2004, it'll be useful to get a feel for the differences in each game.
Hopefully this week, i go to france for a week next monday...

Posted: Tue Oct 25, 2005 6:52 pm
by shiznit
o'dium wrote:Thanks Grudge, nothing new really :( The best place to look is the stock Q4 maps, they havea lot of good vising in them.

This is the area i need to vis:

Image
That curve looks sweet as hell, I know it's 2 screenshots but still.

Posted: Tue Oct 25, 2005 7:29 pm
by axbaby
a good vis tut in case you needed more info

http://www.viaarena.com/default.aspx?Pa ... D=343&P=13
is this how your doing it?
To make a visportal all you need to do is create a brush and paint it with the common/no_draw tecture. Deselect it, and then select one surface (the surface you want to block visibility). Texture that surface with the editor/visportal texture.

Posted: Tue Oct 25, 2005 7:35 pm
by o'dium
yeah, already did it that way.

I gave up on the vis for now, ill take another stab at it once im done.

Posted: Tue Oct 25, 2005 7:47 pm
by R00k
Thanks for the explanation, that clears things up a little. :icon14:

Posted: Tue Oct 25, 2005 7:58 pm
by Dr!LLeR
o'dium where will i be able to d/l ur map when ready m8
plus how do i put a picf at the side of my post :P

Posted: Tue Oct 25, 2005 9:36 pm
by o'dium
Few new WIP shots for you, as always, ignore some of the old textures as they are Quake 3's and will be changed:

Image

Image

Image

Image

Image

Posted: Tue Oct 25, 2005 9:36 pm
by MKJ
access rouge, bitch

Posted: Tue Oct 25, 2005 9:46 pm
by brisk
Looking sweet, but i'd remove the lava drain below the MH. Or at least clip it. That area needs the splash damage, especially for TDM.

Posted: Tue Oct 25, 2005 9:46 pm
by o'dium
brisk wrote:Looking sweet, but i'd remove the lava drain below the MH. Or at least clip it. That area needs the splash damage, especially for TDM.
Like i said before, its already weapon clipped. I thought about that myself, and found it to be impossible to hit shit, but i wanted it there anyways, and added the weapon clip so it all works nicely.

Posted: Tue Oct 25, 2005 9:49 pm
by Eraser
Love the look of the lava pit and the electricity above the MH.

Posted: Tue Oct 25, 2005 9:50 pm
by brisk
How is it on FPS though? Bearing in mind, that the most ammount of action takes place around the MH, especially in TDM at quad time. I don't think unneeded details need to be included, though it is of course your map. But personally, i'd prefer it as close to the original as possible.

Posted: Tue Oct 25, 2005 9:53 pm
by o'dium
brisk wrote:How is it on FPS though? Bearing in mind, that the most ammount of action takes place around the MH, especially in TDM at quad time. I don't think unneeded details need to be included, though it is of course your map. But personally, i'd prefer it as close to the original as possible.
This is as close to the original as possible, with just a few added details. Trust me, leaving it just like the original with the same stuff just doesn't look right.

FPS are fine even now, and i haven't even begun vis-ing the map yet. I've optimized all lighting though.

Posted: Tue Oct 25, 2005 9:56 pm
by AmIdYfReAk
she looks pritty dark :S

Posted: Tue Oct 25, 2005 9:56 pm
by Survivor
This WILL get some old gamers back into quake.

Posted: Tue Oct 25, 2005 10:08 pm
by Deathshroud
I'm sure you haven't gotten this far, but it could use more lights.

Posted: Tue Oct 25, 2005 10:12 pm
by Mogul
Too dark. q3dm6 is not this dark, and this game is not DOOM 3.

Posted: Tue Oct 25, 2005 10:36 pm
by o'dium
Either i make it bright and washed out and slow FPS, or dark and moody and fast.

Q3DM6 at default isn't very different.

You all need to remember this is a new engine, with new lighting. Anybody expecting it to look even 50% the same needs to think again. Im sorry.