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Posted: Tue Jan 03, 2006 11:39 pm
by Oeloe
spookmineer wrote:WAI!

;)
Says Raven. :dork: Or was it iD who already changed the player bound box size in D3?

Posted: Tue Jan 03, 2006 11:56 pm
by Lukin
One suggestion: change single player armor for the yellow one.

Posted: Wed Jan 04, 2006 12:06 am
by Lenard
What?

Posted: Wed Jan 04, 2006 12:28 am
by Lukin
Maybe it's only me but on this map I've got a green model of an armor (not rotating, even without the fx-sphere), instead of YA. Also it shows as a white icon while loading. I guess it's item_armor_small_sp, and should be item_armor_small.

Posted: Wed Jan 04, 2006 7:44 am
by Oeloe
Don't you mean item_armor_jacket? :icon10: http://www.quake3world.com/forum/viewto ... 940#288940

Posted: Wed Jan 04, 2006 11:18 am
by Lukin
Jacket gives 25 points of armor, this one +50. I looked into .map file - it's for sure sp armor:

Code: Select all

// entity 3
{
"inv_item" "2"
"classname" "item_armor_small_sp"
"name" "item_armor_small_sp_1"
"origin" "1728 -1408 328"
"angle" "180"
}
One more proof:
Image

Other bugs I've noticed:
RL and HB don't have a fx below them, holo fx below GL is set too high.
Some lights have detail level set to 10 - they don't disappear with r_lightdetaillevel 9. One such light is over YA, another over the rounded path to RG. All jumppad lights should have detail level set to 3 or 4.
The last issue: there is too much smoke below MH, I'd reduce the number of emitters to one or two.

All those issues are easy to fix. I hope you'll do that so the map will be closer to excellence.
VGJ anyway.

P.S. I couldn't find any q3w ads mentioned in readme :confused:

Posted: Wed Jan 04, 2006 11:54 am
by Oeloe
Why/where would we want a small armor in dm6 anyway? :icon28: Didn't expect that these SP items would be available for MP btw.

Posted: Wed Jan 04, 2006 12:14 pm
by Lukin
Small armor is the editor name for YA. The RA is called item_armor_large. No medium armour in Q4 :P

BTW anyone know how to change ammo and health models in the editor so they'd look like those from multiplayer?

Posted: Wed Jan 04, 2006 1:07 pm
by MKJ
Oeloe wrote:
MKJ wrote:it looks a bit cramped. like the ceilings all have been lowered by a foot or something. strange
Q4
player
model
is
taller.
i
know

so scale the map accordingly :gasp:

Posted: Wed Jan 04, 2006 1:23 pm
by axbaby
uploading

Posted: Wed Jan 04, 2006 8:01 pm
by Robcq
to where?

Posted: Wed Jan 04, 2006 9:39 pm
by axbaby
my connection sucks ..uploading attempt #50

Posted: Wed Jan 04, 2006 10:17 pm
by corsair
I thought I'd post it here too - its a bit crowded in the LE screenshots thread:
___


Ditch the SMC logo on the first shot, it doesnt overlay nice on those height 'differences' of the bumpmapped texture imo - the rest looks fancy - Although I might say I agree with Oeloe, and I'd add the color blue within his 'other hues'.

Aside from that, the redone gothic_block texture on, especialy the Red Armor jumppad area, does also differ very much in terms of cleanness (which you've on the other hand awesomely achieved in the floor of the first shot).

I'm not sure if you should listen to such comments, but remember that most gamers adjust their picmip, and what I've seen happening to alot of the quake4 maps with low settings, is that the sense of depth becomes very obscured. This can be rather easily be solved by change in textures - and especialy, by change in texture hue.

Remaking an existant map is hard, but whats most important isn't to exactly copy the map, but use the quality as your skeleton, and decorate it so to enhance that quality.

Posted: Wed Jan 04, 2006 10:31 pm
by axbaby
map link q4odaxdm6 jan 04 624pm
http://www.savefile.com/files.php?fid=7815260

i deleted some decals already but not the specific one u mention .. i woud change it but it took me 3 hours just to upload this :(

------------------------------------------
okay .. the maps been re-uploaded.
from 8fps on my rig originally when O'dium released it to 60fps.
the whole problem was they way it was originally built "visportal unfrendly" and that funky blue lightpulse thingy which leaks "visportals need to be sealed.. working around that took me 10 days of rebuilding the map and testing .
i changed what you guys have suggested and made a few areas a bit more easier to navigate specifically the doorway near RL.

getting these fps took a hell of a lot of testing and testing.
anyhoo after 8 days on this this is what i have , if i had to do this all over again i would have made it all visportal freindly but i wanted to stick to as close to what O'dium
made and i think i did except textures etc.
i hope this is the last version for a while.

if i had to do it again i definetly would have ditched trying to make it feel like quake3's dm6 and make it more quake4 freindly . i have in many places but i see areas that could be improved and cleaned up "lumber on roof yukky construction ..my bad" .
i have to go to work friday so unless a major bug is found this will remain q4odaxdm6 .. if not i will fix whatever needs fixing today and upload q4odaxdm6v2 "version2" .

have fun :)

Posted: Wed Jan 04, 2006 10:40 pm
by Oeloe
Could you please put the readme file inside the pk4 too and upload it again? :p ;)

Edit: oh boy, this is full of glitches. Sparklies and z-fighting all over the place. I made a load of screenshots of what i saw; if you want them i'll upload them in a zip file.

FPS are pretty good, but regardless of my lightdetaillevel i get less than 50 FPS at the ammo pillars.

Can't do bridge to rail. :/ Why'd you leave out those little 'triangles' in the corners?

The texturing doesn't look very consistent. A bit of a mishmash of colours (hues).

Don't want to be harsh but although the map will be well playable (FPS and layout close to the original), i don't think it looks very nice (even if the glitches were fixed).

Posted: Wed Jan 04, 2006 11:30 pm
by GODLIKE
Erm.. yeah.. the window above the red armour? That should have been easy to spot.. This is not ready. It's coming along, and all.. but it's Not Ready.

Posted: Wed Jan 04, 2006 11:55 pm
by axbaby
that's the only texture i could find mismatched :( anyhooo got rid of the decals on walls "hue problem" i don't see a problem but anyway they are gone.

Posted: Thu Jan 05, 2006 1:11 am
by Oeloe
I didn't mean to write "mismatch"; i meant mishmash as a synonym of "hodgepodge". :) I just meant that the green on the textures near RA/RL bridge and other colours in other areas just don't combine well. The different textures don't fit together very well.

Oh, i forgot to mention that i get quite a big increase of FPS when i enable skipbump and even skipspecular at the ammo pillars. I've never seen that happen in any other map so perhaps something funny is going on in that part of the map?

You also forgot to make that little 'ledge' on the sides if the doorways that you can stand on at the RL stairs and the RG jumppad. The only real texture "mismatch" is inside all the doorways btw but i think you already knew that.

Posted: Thu Jan 05, 2006 1:16 am
by axbaby
map link to q4odaxdm6 jan 04 624pm
http://www.savefile.com/files.php?fid=7815260

i can't do much more to it ..real life is taking over.

Oeloe .. there are no brick textures for quake4 .. i only had 2 of them
and i could not see me making this map all brown with one texture.
this seemed to be a good comprimise and i really tried to get both themes to fit. i think it worked out better then having all brick.
i must have restextured te map at least 10 times and nothing gived.
likei said O'dium and i tried to stick to the look of the original.

Posted: Thu Jan 05, 2006 1:32 am
by ppp
Love it to bits, not polished like Ravens (yet) but still prefer this one. Not keen on the ceiling girder models and maybe also loose a few roof strutts but love the skid marks and door trims :)

Heads up on a few z-fighters:
Image

Image

Image

This wall was a bit confusing:
Image

It's probably just me but I still think the 'castle stone texture' is too 'blocky' or 'quake1 ish' but can fully understand that it is easier/more forgiving to use, rather than trying to made a 'tech' texture fit :shrug:
Image

Great work :icon14: take a break and get some more opinions

Just my 2 cents :icon26:

Posted: Thu Jan 05, 2006 2:00 am
by PieceMaker
axbaby wrote:map link to q4odaxdm6 jan 04 624pm
http://www.savefile.com/files.php?fid=7815260
I uploaded the above file to a free host. :paranoid: Since I can't get my FTP to work for the webspace I have :(
I'll add links to this message when I upload to more free hosts :D

Posted: Thu Jan 05, 2006 2:43 am
by Oeloe
@ppp: you should increase the gamma of your pics if you want to point out small glitches. I bump the gamma of all my q4 screenshots to 1.2 with Photofiltre before resizing and cropping them.

@axbaby: are you leaving in all the sparklies and z-fighting (for someone else to fix)? Some of the sparklies disappeared when using a lightdetaillevel higher than 0, but it could also be that more of them are visible with ATi cards than with nV cards. Anyway, they're construction errors and should be fixed (by someone).

I know that the amount of resources like custom textures and map models is still very limited for Q4 and you didn't do a bad job at recreating dm6. Nonetheless i think i'd prefer playing the Raven redux version or perhaps a modified version of it (with stairs readded). q4dm9++? :)

Posted: Thu Jan 05, 2006 2:54 am
by Scourge
PieceMaker wrote:
axbaby wrote:map link to q4odaxdm6 jan 04 624pm
http://www.savefile.com/files.php?fid=7815260
I uploaded the above file to a free host. :paranoid: Since I can't get my FTP to work for the webspace I have :(
I'll add links to this message when I upload to more free hosts :D
Have a mirror up in a sec. :)

edit:

[url=http://www.jwivie.comq4odaxdm6______version2.zip]q4odaxdm6______version2.zip[/url]

Posted: Thu Jan 05, 2006 3:37 am
by PieceMaker
scourge34 wrote:
PieceMaker wrote:
axbaby wrote:map link to q4odaxdm6 jan 04 624pm
http://www.savefile.com/files.php?fid=7815260
I uploaded the above file to a free host. :paranoid: Since I can't get my FTP to work for the webspace I have :(
I'll add links to this message when I upload to more free hosts :D
Have a mirror up in a sec. :)

edit:

[url=http://www.jwivie.comq4odaxdm6______version2.zip]q4odaxdm6______version2.zip[/url]

q4odaxdm6______version2.zip<------ edited your link for you *teehee*

N1 though :D-:icon14:

Posted: Thu Jan 05, 2006 11:39 am
by shadd_
very nice job guys! impressive for sure. my fps never budged from max at all(so far). looks fucking ace as well.

it's ready enough for the server imo. give ax a break for awhile and maybe he'll make a 100% polished version in the future.