"Ye Olde Pump" -canceled

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
AndehX
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Re: "Ye Olde Pump" [WIP] UPDATED ON 04.11.15

Post by AndehX »

Wow you must have a pretty out dated PC. I've never had a compile time longer than a few minutes
AndyW
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Re: "Ye Olde Pump" [WIP] UPDATED ON 04.11.15

Post by AndyW »

Its this one -> http://www.heise.de/preisvergleich/asus ... 08557.html :rolleyes:

But this weekend i will buy one of those -> http://www.ebay.de/itm/like/40086222910 ... 106&chn=ps but w 4GB RAM for 48Euro.
:olo:

Maybe someone can help me to find a cheap GFXCard... (MAX. 100 Euros)
I want to use 3 Screens (EIZO FlexScan L565) and they all have DVI & VGA only.
Will i have to buy one of those "active-displayport-adapters"?
Die Vitamine sind in der Dose gefangen!!!
Fjoggs
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Re: "Ye Olde Pump" [WIP] UPDATED ON 04.11.15

Post by Fjoggs »

Did you compile without -fast or -faster during your lightstage?
AndyW
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Re: "Ye Olde Pump" [WIP] UPDATED ON 04.11.15

Post by AndyW »

For testing i do the (fast test) in gtkradiant bsp menu.
The last one (that i aborted) i did (full final) in gtkradiant bsp menu.. :/
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sst13
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Re: "Ye Olde Pump" [WIP] UPDATED ON 04.11.15

Post by sst13 »

AndyW wrote:I never made something "Detail"
I think it's the VIS part that takes so long to compile. Check out for this q3map2 message: "Warning: Over 90% structure map, compile time affected"

Detail brushes are easy. Select the brushes - hit CTRL+M to make them detail. Hit CTRL+D to hide/unhide detail brushes.
There is also an option in the context menu to "Make Detail" and "Make Structural" to turn them back to normal.

German tutorial:
https://victorkarp.wordpress.com/2011/0 ... nt-textur/
https://victorkarp.wordpress.com/2011/0 ... ilbrushes/

Some examples, left structural only - right detail on:

Normal mode: Small ornaments, light fixtures, columns, bars, crates, doorframes and stairs are detail. (put a Caulk-ramp under the stairs to seal off from void)
[lvlshot]http://sst13.net/pics/detail-off.png[/lvlshot] [lvlshot]http://sst13.net/pics/detail-on.png[/lvlshot]

Expert mode: Most of the non axial brushes are detail. (sealed with Caulk walls behind)
[lvlshot]http://sst13.net/pics/13agony_structural.jpg[/lvlshot] [lvlshot]http://sst13.net/pics/13agony_detail.jpg[/lvlshot]

Über mode - aka Caulk-hull: The entire map is detail with a hidden Caulk skeleton inside the walls. (only worth in space maps - you don't have to use this...)
[lvlshot]http://sst13.net/pics/visblocker-stuctural2.jpg[/lvlshot] [lvlshot]http://sst13.net/pics/visblocker-detail2.jpg[/lvlshot]

AndyW wrote:both Cores at 100% and 100% Memory... It took me 5 Minutes to switch to the Mozilla Firefox!
I have the same problem during "longer compiles" on my "new" system: core i5 win7
With my old rig: AMD 1800+ win2000 i never experienced such "lockups".
The only solution I found is to spare on core during compile with q3map2 using the "-threads 3" parameter. (4 cores in CPU)
[url=https://sst13.de]Q3A Maps - by sst13[/url]
[url=https://steamcommunity.com/id/_sst13_/myworkshopfiles]Quake Live Workshop[/url]
cityy
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Re: "Ye Olde Pump" [WIP] UPDATED ON 04.11.15

Post by cityy »

Andy, sorry to be moaning but can you use [lvlshot] instead of [img] to embedd your images (in the future)?
www.ferdinandlist.de/leveldesign
AndyW
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Re: "Ye Olde Pump" [WIP] UPDATED ON 04.11.15

Post by AndyW »

cityy wrote:Andy, sorry to be moaning but can you use [lvlshot] instead of [img] to embedd your images (in the future)?
Sure!
Did i something wrong?? :paranoid:

EDIT: Got it.. My pics breaking the layer of the overall look on the side compared to other pics... I think you mean that. :confused:
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AndyW
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Re: "Ye Olde Pump" [WIP] UPDATED ON 04.11.15

Post by AndyW »

Nice, today i figured out how to do that Detail-Brush stuff.
Also adding Brushes to groups was new to me.
And i did my first own texture.
Things getting clearer... :)

THX sst13 for the nice and quick explanation!
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cityy
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Re: "Ye Olde Pump" [WIP] UPDATED ON 04.11.15

Post by cityy »

AndyW wrote: Sure!
Did i something wrong?? :paranoid:

EDIT: Got it.. My pics breaking the layer of the overall look on the side compared to other pics... I think you mean that. :confused:
Yes, it was about the image size but don't worry! It's all good.
www.ferdinandlist.de/leveldesign
AndyW
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Re: "Ye Olde Pump" [WIP] UPDATED ON 04.11.15

Post by AndyW »

Today i ordered the book "masters of doom"
I want to get it all.. all the stuff that i missed...
Image
..need input!!!
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Eraser
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Re: "Ye Olde Pump" [WIP] UPDATED ON 04.11.15

Post by Eraser »

The book's an interesting read for sure.
AndyW
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Re: "Ye Olde Pump" [WIP] UPDATED ON 04.26.15

Post by AndyW »

Small Update:
Had alot cleanup to do... :rolleyes:
- added a new area near RG & YA
- added a 2nd teleporter
- started retexturing

2-Do List:
- more lights!
- clipping
- texturing
- detailing
- work on performance
- the download is 60 MB ATM, only the few textures i used are nearly 50MB! :ducky:

DOWNLOAD W BOTSUPPORT --> https://www.dropbox.com/s/43gar3u3i7xty ... 5.pk3?dl=0

[lvlshot]http://i.imgur.com/UMsM27g.jpg[/lvlshot]

[lvlshot]http://i.imgur.com/SgXo4y0.jpg[/lvlshot]

[lvlshot]http://i.imgur.com/HmATQrj.jpg[/lvlshot]

[lvlshot]http://i.imgur.com/oGZfQcp.jpg[/lvlshot]
Die Vitamine sind in der Dose gefangen!!!
AndehX
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Re: "Ye Olde Pump" [WIP] UPDATED ON 04.26.15

Post by AndehX »

Looks great! I'll give it a try now.
AndehX
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Re: "Ye Olde Pump" [WIP] UPDATED ON 04.26.15

Post by AndehX »

Ok just a few things I noticed:

Where is the light coming from here:
[lvlshot]http://i1187.photobucket.com/albums/z382/AndehGX/pump%20station/old3.jpg[/lvlshot]
and here:
[lvlshot]http://i1187.photobucket.com/albums/z382/AndehGX/pump%20station/old4.jpg[/lvlshot]

This appears to be floating:
[lvlshot]http://i1187.photobucket.com/albums/z382/AndehGX/pump%20station/old2.jpg[/lvlshot]

This texture really doesn't look too good on the wall like that. I believe that texture is meant for floors:
[lvlshot]http://i1187.photobucket.com/albums/z382/AndehGX/pump%20station/old1.jpg[/lvlshot]

Thats all I got for now :)
AndyW
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Re: "Ye Olde Pump" [WIP] UPDATED ON 04.26.15

Post by AndyW »

Some lights i just added very quickly so you can see something, this will be fixed!
THX that you found the "Lost 4 Brushes", their already deleted.
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AndyW
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Re: "Ye Olde Pump" [WIP] UPDATED ON 04.26.15

Post by AndyW »

Seems this one plays way better in QL, had a small test a few minutes ago...
Jumps are more fun in QL but now im having alot of missing textures... :( :(
Does QL not support *.PK3´s???
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CZghost
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Re: "Ye Olde Pump" [WIP] UPDATED ON 04.26.15

Post by CZghost »

Game flow in the layout is nicely fast and smooth, item placement is good, texture usage is really great. I can say this map is gonna become gorgeous. I had no troubles while playing, many strafe jumps and rocket jumps quickly gave me megahealth, red armor and quad. Thank you for great gameplay experience :) If I had more time, I would post more details, which might happen later...
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When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
AndehX
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Re: "Ye Olde Pump" [WIP] UPDATED ON 04.26.15

Post by AndehX »

AndyW wrote:Seems this one plays way better in QL, had a small test a few minutes ago...
Jumps are more fun in QL but now im having alot of missing textures... :( :(
Does QL not support *.PK3´s???
Quake live uses PK3's just like Quake 3.

Quake Live uses mainly .PNG textures now instead of .TGA's which might explain why some textures are missing.
AndyW
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Re: "Ye Olde Pump" [WIP] UPDATED ON 04.26.15

Post by AndyW »

Hmm... maybe i did something wrong.
I placed the BETA5.pk3 into QL´s BASEQ3 but wasnt able to load it.
Next i put the *.BSP and *.AAS into OL´s BASEQ3/MAPS folder and was able to load it, but all of Socks Textures and some others didnt show up in game :(
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CZghost
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Re: "Ye Olde Pump" [WIP] UPDATED ON 04.26.15

Post by CZghost »

@AndyW - QL always had to use encrypted PK3's, not sure if it is still true. You had to use program called quakelive decembler (quakelivedec.exe), which is ownloadable for free somewhere. It runs by CMD where you type name of zip file to convert in QL's pk3. Also, to make map truely for QL, you need to run compile again with game set to Quake Live in Radiant 1.6.x - then BSP and AAS will be truly compatible with QL - version 47 which is primary version of BSP used by QL...

Do you have all textures from Sock TGA? Do they have alpha channel? To chech if TGA has alpha channel, open it in Photoshop and look in channels. If there is BW channel called Alpha or Alpha #number# then it has alpha channel - better to convert it in PNG. If not, convert it to JPG as it saves space on the drive. Original TGA files converted to PNG or JPG are to delete.

If all done, run quakelivedec <yourzipfilename>.zip <yourzipfilename>.pk3 that will generate QL pk3...
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AndehX
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Re: "Ye Olde Pump" [WIP] UPDATED ON 04.26.15

Post by AndehX »

Quake Live no longer uses encrypted PK3's
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CZghost
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Re: "Ye Olde Pump" [WIP] UPDATED ON 04.26.15

Post by CZghost »

Then it should work...
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AndyW
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Re: "Ye Olde Pump" [WIP] UPDATED ON 04.26.15

Post by AndyW »

For QL all works fine now , i forgot to set the PK3 to read-only. :)
Changed the not-working Textures and did some more detailing on the empty-looking Areas.
Re-Texturing is finished so far. I have to put some more lights and Models in and switch some textures.
I will do the rest of the texturing & clipping tonight.
Id would be cool to get some final feedback on weapon and item placement... Im thinking about a new spot for the Yellow Armor but dont know where to place it. Maybe i should get rid of the RA and place a 2nd YA and some more Shards around the map?? :question:

[lvlshot]http://i.imgur.com/RfXdQzX.jpg[/lvlshot]

[lvlshot]http://i.imgur.com/QQz0Fup.jpg[/lvlshot]

[lvlshot]http://i.imgur.com/lWqpVwm.jpg[/lvlshot]

[lvlshot]http://i.imgur.com/aMtp5Uu.jpg[/lvlshot]

[lvlshot]http://i.imgur.com/9aCYnpO.jpg[/lvlshot]

[lvlshot]http://i.imgur.com/J3HSpNB.jpg[/lvlshot]

[lvlshot]http://i.imgur.com/6mcM0PT.jpg[/lvlshot]

[lvlshot]http://i.imgur.com/lvITHTb.jpg[/lvlshot]

Heres the final pre-release: :arrow: https://www.dropbox.com/s/43gar3u3i7xty ... 5.pk3?dl=0 <- :!:
I found 3 textures missing in QL, that will be fixed.
Cheers,
Andy
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CZghost
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Re: "Ye Olde Pump" [PRE-RELEASE] UPDATED ON 04.28.15

Post by CZghost »

One door has clipping error - the frame is not entirely clipped. It's just a bug that sometimes appears when compiled a BSP. Recompile should solve that, if not, recompile again, then after third bug appearance ask for solution...

Anyway, it's good map, good choice of textures, can't wait for final release :)
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When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
AndyW
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Re: "Ye Olde Pump" [PRE-RELEASE] UPDATED ON 04.28.15

Post by AndyW »

THX, think i found it!
Sometimes it seems to me that some selected brushs duplicate on their own... or the PCB of my keybord has an shortcut...
Im really sure that i not hit the spacebar! First time i had this problem was after turning structural in detail brushes.
Anyone can confirm this/had the same problem?
Im using GTK release 1.6.4

After staring at Pat´s Screenshots i decided to put some extra time in texturing! :olo: :rolleyes:
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