Slowly but surely... (ODQ3DM6)

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rgoer
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Post by rgoer »

the quad is only there in DM/TDM, in Tourney mode it's a mega health
booker
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Post by booker »

theres to much work in o'dium and axbaby's map not to release it or at least make it open source for people to maybe make a q3dm6++
axbaby
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Post by axbaby »

i've learned a lot
i'm still working on it anyway .

lighting the map now fps are as good as i can get.

i've got everything running smooth ..just tweaking lights "that's gonna take a few hours then beta.

i'm afraid the textures will turn everyone off .. if you patient i'll attempt yo play some more with that .
last beta late tonight for gameplay and glitches only.

if you hate the wall textures say yes or no as soon as you can.
O'dium still needs to fix that texture for q4 and i hope i get it soon :)
Last edited by axbaby on Wed Dec 21, 2005 1:20 am, edited 1 time in total.
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Scourge
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Post by Scourge »

Just don't let it become another Tempest. :p
axbaby
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Post by axbaby »

dan1407 wrote:I just tried the new version of DM6 from activision and it rock...no FPS lost at all, i'm playing with a steady 63 FPS.
But there maybe 1 thing that you could do axbaby is to take the new map DM6 and change some minor thing like;
add red amor
and remove quad to be replace by MEGA HEALT like on PRO-DM6, so this way we would have 2 version like we have on Q3, the regular version and pro (no quad)...
the map is already a pro version of dm6 .. i don't think people want a quad
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Oeloe
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Post by Oeloe »

I already discovered one bug in q4dm9: at the 25 hp platform near the RL bridge you can get stuck when you try to drop off on the RL side. No lightdetaillevels in this one either of course...

I vote for a tmp/drach version of this with lightdetaillevels and and bugfixes, and perhaps putting in the stairs back in.

Quite funny to see that the folders Documents and Settings from someone called 'mbreits' was zipped within the pk4 (it's empty though).

Tremors seems to be a nice ctf map too. I'm not sure if i like Railed.
rgoer
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Post by rgoer »

FLOL way to fail Lunaran
str3nd
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Post by str3nd »

The ID version runs/plays great, but man is it ugly :puke:

I think I'd like to see the nail gun replace one of the shotguns as well, it would give the map a new flow.

Maybe you could take a look at how the ID version is lit and use it as a template? I know that would really delay your release, but you seem dead set on getting the best playing map you can.
D'Artagnan
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Post by D'Artagnan »

str3nd wrote: I think I'd like to see the nail gun replace one of the shotguns as well, it would give the map a new flow.
No way, we want to have a remake of DM6, so why change weapon ???
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shadd_
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Post by shadd_ »

although the raven dm6 looks ok and runs good, odie and axbaby's looks better, feels better and runs solid 60fps except for that one little area dropping 10 frames.

i would rather see the community made one on the servers.
jester!
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Post by jester! »

I dont know, I am partial to the new version myself so far.
Mikedie
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Post by Mikedie »

Oeloe wrote:
I vote for a tmp/drach version of this with lightdetaillevels
why ?
just use X-Battle mod or Q4max and make r_ambientlightonly 1
or(for Q4max) vertexlight on.
jester!
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Post by jester! »

Indeed, but! a lot of the ffa servers are still base q4. :tear:
Oeloe
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Post by Oeloe »

Mikedie wrote:why ?
just use X-Battle mod or Q4max and make r_ambientlightonly 1
or(for Q4max) vertexlight on.
No thanks. I want lightdetaillevels because i can just disable some of the lights and not all of them except 1. I only need a small tweak to stabilize FPS, not 1 single ambient light that makes Q4 look worse than Q3.

I don't think dm6 redux is ugly at all btw (except with) ambientonly, so i'm not really starving for a remake that's closer to the original. This version is a bit more organic. :)

So mbreits is Lunaran eh? :)
axbaby
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Post by axbaby »

jeez lighting maps is hard .

i am doing lightdetail levels
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Dr4ch
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Post by Dr4ch »

I told you i can do it and dont even want credit.

EDIT :

And btw I dont think I will release an fps version of the quakemas maps. as long as we have that Auto-download bug its a bad idea and I wanted to concentrate on my maps.
Last edited by Dr4ch on Wed Dec 21, 2005 3:20 am, edited 1 time in total.
pjw
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Post by pjw »

axbaby wrote:jeez lighting maps is hard .
Yes. Yes it is.

As I said over in the editing forum, it's partly because it's just so different from Q3, and partly because the sheer wealth of options can be a little overwhelming (e.g. ambient options, color vs. brightness/size, projected vs. volumetric, the very different looks gained by just from moving the light center around and all the different light shaders that can be assigned to any given light, etc.). And of course performance/light count/detail level.

For me, time spent messing with lighting is far, far more, proportionally, than when I was Q3 mapping.

Hang in there--you'll beat it. :)
axbaby
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Post by axbaby »

i would cream, my jeans for a sky shader that creates light ..anyone know of any for quake4??

i shot you a pm Dr4ch .
if someone else lights it i can go to more texturing
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Pro*Neo
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Post by Pro*Neo »

Id DM6 suuuuuuuuuuxxxxxxxxx. Please go on with the work on odqdm6
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MKJ
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Post by MKJ »

dan1407 wrote:
str3nd wrote: I think I'd like to see the nail gun replace one of the shotguns as well, it would give the map a new flow.
No way, we want to have a remake of DM6, so why change weapon ???
because its a remake and not a port? we already got new physics and handling to learn (its q4 remember), so they might as well q4esque it even more
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Dr4ch
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Post by Dr4ch »

pjw wrote:
axbaby wrote:jeez lighting maps is hard .
Yes. Yes it is.

As I said over in the editing forum, it's partly because it's just so different from Q3, and partly because the sheer wealth of options can be a little overwhelming (e.g. ambient options, color vs. brightness/size, projected vs. volumetric, the very different looks gained by just from moving the light center around and all the different light shaders that can be assigned to any given light, etc.). And of course performance/light count/detail level.

For me, time spent messing with lighting is far, far more, proportionally, than when I was Q3 mapping.

Hang in there--you'll beat it. :)
Actually i find for myself that through the real-time lighting its a lot faster then the same amount of tweaking in q3.It has many more options but workflow is faster when you got the hang of it for me.
giblet
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Post by giblet »

http://www.it-netsoc.ie/~pconnolly/campgroundsremix.rar

Like pro-q3dm6. MH in DM + Tourney, Quad in TDM.
Oeloe
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Post by Oeloe »

giblet wrote:http://www.it-netsoc.ie/~pconnolly/campgroundsremix.rar

Like pro-q3dm6. MH in DM + Tourney, Quad in TDM.
Hardly something you could call a 'remix'. :paranoid: It still has this bug where you can stand in the air on the left side of the 25 hp platform near the RL bridge:

Image

You can actually walk a bit on along that patch.
pjw
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Post by pjw »

Dr4ch wrote:Actually i find for myself that through the real-time lighting its a lot faster then the same amount of tweaking in q3.It has many more options but workflow is faster when you got the hang of it for me.
Hmmn. Interesting. Maybe it's because I wasn't including compile time in the equation? That added to Q3 a lot, especially if you were doing radiosity bounces...
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MKJ
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Post by MKJ »

so anyways, i just ran around in idq3dm6 for a bit. i like the new style, the outdoor parts and the healthplatforms n whatnot. subtle changes indeed
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