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IrocJeff

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Everything posted by IrocJeff

  1. This is a two level room with a big pit in the middle. Its kind of a main intersection point of the base of sorts. I borrowed a bit from Call of Duty 2 design with the Nazi banners they had and came up with Imperial ones to take up some of the grey from the structure.
  2. No problem. Glad I can help. Since you have an older system I'll send you one of my maps to play and see how your system handles it. I just have to pack them up into a pk3.
  3. I'll give a review. Ahem. I really liked the temple but I have no clue what the mechanism is. So, I'm a bit upset about that part. I was picturing like they worshiped a nuclear bomb like in Beneath the Planet of the Apes. The switches on the 4 sliding rock doors on the top level... they are too large and out of place looking. I'd just replace them with red lights or something. In the main room with the glass floor. The wall texture has pipes on it. Cut out that part of the texture and make real pipes in there . It'd look better. Under the glass is a bit dark and I had a hard time getting around down there.The fire effect, the curly thing on the stake, and the portal door thing had no textures show up for me. I did hear the fire sound, though. The ground level has missing texture where the two statues are where you go down into a dead end. Also, add some lights or something to the other area on the ground with the big wooden/stone thing. There weren't any light sources in that room. I did have a tendency to die when going through the 4 portals on the top room from time to time. I really liked the room in spoiler #3 the best. That is really neat and well done. You should make more of that design. I'm not into multiplayer maps or playing them so I'm not going to get into that part of it. I'd just add a bit more detail to some areas and add some more lights where it looks too black. I went all over your map and my framerates stayed at 90 no matter where I went. In fact, no matter who's map I play they pretty much stay at 90. Your map works fine with 4gb of Ram, a GTX 460 SE, and a Phenom X4 955. You have a good map there. It'd look better with terrain but that's a bit more work. I liked the sound effects and the flying things. I even liked the lilypads. Those were neat, too.
  4. I never even knew that was there...
  5. If its for Jedi Outcast send it me in PM. I'll have a look around.
  6. Glad that worked. If you type in your problem into Google and put Jedi Outcast or jk2 or something after it it seems to get results from the old Lucasforums or Massasi forums that were answered 10 years ago. Same with using Quake3. That's a good word to use in a search as well with errors or something because the Quake3 forums are actually still active. Here is a direct link to that forum. The sticky threads are really helpful with errors and stuff. http://www.quake3world.com/forum/index.php
  7. I think there is a physical shader limit and then there is the max shader error. It has something to do with internally generated shaders from lightmaps or something during the compiling process. Lets say you have some complex brushwork. I have a ton of railings in my maps around pits and stuff. I don't adhere to the Star Wars Universe lack of railings policy around bottomless pits. Each segment of the railing is made up of 12 brushes. I may have 40 segments around a pit. Even if it is made up of detail brushes, the lightmap process doesn't see it as one big railing. Actually, I'm not sure if sees each brush or segments them or what. Someone more knowledgeable may explain that better. At any rate, this is what adds to that shader count. So, again, not sure how many it would add. This holds true for stacks of cargo crates, a shelf you made, and so on.. To combat this shader count from going up you can do a few things. First, the easiest way to go is open up the worldspawn and add a Key: _lightmapscale and a value:2 . What this will do is lower the quality of the shadows by a bit. This in itself should free you up quite a bit. On the flip side, you can add a value of .5 and make the shadows even better, but, it'll raise the limit. You can also target a specific func_group and add the _lightmapscale and value to it. Now, whatever you made will only be affected by the _lightmapscale and whatever value you gave it. Also, you can combine these. You can add it to your worldspawn and you can add it to func_groups. Overall, it doesn't really reduce quality by much. You may notice a slightly lighter shadow but i can't honestly tell much difference.
  8. Do you hit a shader limit or do you get the max shader limit error?
  9. Biggest thing that slows my workflow is called getting sidetracked on the internet on something stupid..
  10. Do you mean a 2d or 3d selection or both. I don't think in 1.4 you can shift click in the 2d window and select stuff, at least I never figured out how. Is that what you mean when you say about selection being slow? Could processor and/or ram affect this much ? I don't seam to notice any function of either editor I use to be laggy or hang up other than when moving too much stuff at once.
  11. I primarily use 1.4 that is what I'm comfortable with. I use 1.5 when I have terrain blending to compile because the version of q3map2 in 1.4 doesn't want seem to compile it. 1.5 has a better 3d view but I don't like the selection part in the 3d view because sometimes it'll select too much if I drag the mouse around where 1.4 doesn't. Even stuff that I can't see in the 3d view beyond the room I'm in. I'm also not a fan of the texture menu in that bottom window. Its buggy for me where I get a white bar up in the 3d view from when I scroll the texture window and I like the selection for everything up top. I had issues with both editors when I would move sections of my map that were too large and both seemed to crash moving the same areas. I also ran into issues where it seems 1.4 had a tendency to act up and mouse buttons seemed to be re-mapped. I'd lose all 3d movement at times. I'd just shut down and restart the program and it'd work again. Between the two I think I had 1 second faster compile time with 1.5 over 1.4 using the TEST compile with Super2 in it. For a 12,000 brush map it took 145 seconds in 1.5 and 146 in 1.4. I know I can build and do stuff quicker in 1.4 since that's what I'm used to and I think that's why I stick with it.
  12. Finally finished all the rooms and stuff for the Station map. I had to remove the lab part i just started and that will be the fourth map. I got up around 13,000 brushes and decided to make the labs/factory area seperate to keep the compile times shorter. Now, I have to go back through and put the detail stuff in that I planned for the station level and then add the bad guys. The labs/factory part will be smaller so it should get done much faster. At any rate, here are some lab area shots. The entrance to the lab area. No signs or anything yet as its still in the basic phase of design. This is the same room but I managed to make sliding double door with glass which is pretty cool. Figured a lab area would benefit from that. I got stuck in my door that is why i took damage.. hehe.. Took a bunch of screenshots of the lab area in Black Mesa to get an idea of what to make for the individual lab rooms. I have this cabinet and some sort of incubator-like machine made up. I'm not sure I want to stick metallic or more white in this area for the cabinets and stuff. I found a whiteboard with Meth formulas or something on it so that was pretty neat. Going to put this on hold for a while until i gather stuff and get some more ideas. So, if anyone would like to donate any models that may fit a lab like area I'd be willing to take them!
  13. I read your thread a while ago but just listened to the first part of Soldier of the Empire. Its really well done, more like a radio show. Thanks for posting the link. I'm on the second part now listening while I'm mapping.
  14. There are many Inquisitors named on Wookiepedia so I'm sure he'll get named sometime. Maybe they'll save it for sweeps week! Its also possible that there may be some connection between him and one of the other characters or something and they are holding back on revealing too much of the story early on.
  15. I've had this one for about two years. I like Dr. Zoidberg.
  16. Whats your favorite album ? For me, It's still Rust in Peace. I saw them in 2004 and 2005 (on the first Giagntour) and both lineups were pretty good but the newer material just falls kinda falls flat compared to legacy stuff. Still, their albums now are better than what Metallica puts out, but, I wish Dave would stop trying emulate Metallica and just be a heavy metal band again.
  17. The whole hipster comments from the other posts jogged my memory a bit back to 89' or so.. Did anyone here ever get a chance to play any overseas versions of NES or SNES cartridge games? Back in 89' or 90' the owner of our video rental store in town asked if I wanted to be on a waiting list to rent a version of Super Mario Brothers from Japan. I was second on the list to get it. I had it for 2 days I think and then he called and needed to send it back to his distributor because it wasn't legal in the US to buy or rent out. There were only two of us that got to play it which was pretty neat. It was a Japanese cartridge and it came with an adapter so it would fit in the Nintendo. It had a strap on it so it wouldn't get stuck, too.I was 11 or 12 at the time and it was pretty cool to get a chance to play it. I do remember it was harder than regular Mario and there was level at night I think. I don't remember much since I didn't have it long. Anyone else have any neat stories like this?
  18. Its funny, I got the Dreamcast confused with the Sega Saturn.. hehe. I don't even remember the Dreamcast. I did find a ton on hipster's and gaming on Google and it was funny. Quite a bit about the Dreamcast as well there but they have to have the Japanese version of the games.
  19. Because this is a forum to ask questions in. That's why.
  20. Poking around Kejim_post sample map and saw some lights that had a down angle or -2 on them. What exactly does the angle property do? Does it shine all the light down? I didn't see anything in the entity Window describing this.
  21. I think the first Dark Forces would be my choice.
  22. Riled up from NES comment or from the FPS comment?
  23. Well, its spotlights with a 384 unit radius. Maybe I'll give it a shot. I know Kejim_light is one that I used quite a bit but I'm not sure about all the other shaders that look like lights. I guess I'll have to dig through the shader lists and see what does what. I know that yellow light is a shader but it just glows. I went through the shaders and saw what was there and found the flat_blue shader from Kejim and it looks pretty good.
  24. Are the ones on the left more proportional or do they need to get bigger?
  25. I don't think I ever played a FPS that truly sucked. Granted, I'm picky when it comes to games but I don't think I ever bought one I was ever of the mindset that this is awful. Now, we can go back to the NES days and there are some really sucky games on that system. They sucked back then and still do now.
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