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Posted: Sun Oct 23, 2005 2:20 pm
by CokeMachineGlow
top knotch work odium...cheers 4 the effort. :icon14:

Posted: Sun Oct 23, 2005 2:21 pm
by Foo
CokeMachineGlow wrote:top knotch work odium...cheers 4 the effort. :icon14:
Hey you, it's you!

Posted: Sun Oct 23, 2005 2:21 pm
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.

Posted: Sun Oct 23, 2005 2:23 pm
by o'dium
Oh Drum, do you really think i could get away with NOT adding something hidden? ;)

Posted: Sun Oct 23, 2005 2:24 pm
by DRuM
Hehe, it'll be like an easter egg.

Posted: Sun Oct 23, 2005 2:32 pm
by phantasmagoria
did you decompile the old dm6 and import it? or are you rebuilding it from scratch?

Posted: Sun Oct 23, 2005 2:35 pm
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...

Posted: Sun Oct 23, 2005 2:37 pm
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. :|

Posted: Sun Oct 23, 2005 2:58 pm
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.

Posted: Sun Oct 23, 2005 3:09 pm
by hemostick
Afaik, he's building it from scratch, as mentioned in his other thread somewhere around ;)

Posted: Sun Oct 23, 2005 3:10 pm
by xchaser
keep us posted with pics.

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

Posted: Sun Oct 23, 2005 3:21 pm
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.

Posted: Sun Oct 23, 2005 3:32 pm
by Fjoggs
I'll say it again: Perhaps they tried to encourage the community to create assests like that themselves.

Posted: Sun Oct 23, 2005 3:41 pm
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.

Posted: Sun Oct 23, 2005 3:47 pm
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...

Posted: Sun Oct 23, 2005 4:29 pm
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

Posted: Sun Oct 23, 2005 4:32 pm
by Psyche911
Did you enable show tris on just those 2 brushes? :p

Posted: Sun Oct 23, 2005 4:37 pm
by o'dium
Haw haw :p

Posted: Sun Oct 23, 2005 4:41 pm
by nightwing
I thought they were putting back dm6 just like the way they did with dm17 (longest yard)

Posted: Sun Oct 23, 2005 4:50 pm
by surgeon62
Oh Drum, do you really think i could get away with NOT adding something hidden?
[lvlshot]http://www.budgetgraphics.com/q3maps/feedback/NotAgain.jpg[/lvlshot]

Posted: Sun Oct 23, 2005 5:05 pm
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.

Posted: Sun Oct 23, 2005 5:08 pm
by o'dium
Who said i was anyways, i a;ready said it was gonna be a detail-less straight up port.

Posted: Sun Oct 23, 2005 5:08 pm
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:

Posted: Sun Oct 23, 2005 5:11 pm
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.

Posted: Sun Oct 23, 2005 5:17 pm
by shiznit
Looks good so far.