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Higuy
August 6th, 2009, 06:23 PM
This is a new map im working on called Garden.
A lot inspiration from the map Hanging Gardens from Unreal made me make this.
~~
Things that are in the map:
Light Bridges, that you are able to turn off and on by Gamma. (Still thinking about doing this or not, you modacity members will know better if it will work good or not, right? :ohdear:)
Mech8 Remastered - A song that plays in the map : http://www.youtube.com/watch?v=iLqBnMtOrJk (I have it ingame already =O) I also have a bunch of really good ambiance sounds ready to roll too.

Thats all for now, heres some pictures, it's still pretty early in progress, but since I want to have a thread and keep it updated, so I decided to make this. I plan on having the bsp done by the middle of next week. The map is called garden becuase most of the map is centered around a garden, with a waterfall that goes down it, and off the side of the edge of the map into oblivion. I may throw this into a map pack with another map, Immolate, which just needs to be finished texturing basically.
Old info, from this morning. It's classified as old, well, becuase the bsp is like almost done now. Theres some things I want to add, like plants and pots around the map, and finish the walls and ceiling and cliffs. I'll probally fix the waterfall part too, seems a little different the rest of the map. I'll probally be doing most of that tomorrow, since I have nothing to do then.
Anyway, pictures :neckbeard:
http://i238.photobucket.com/albums/ff260/showbizfluffy/Garden2.jpg
http://i238.photobucket.com/albums/ff260/showbizfluffy/Garden1.jpg
http://i238.photobucket.com/albums/ff260/showbizfluffy/Garden3.jpg
http://i238.photobucket.com/albums/ff260/showbizfluffy/Garden4thatsallfolks.jpg
http://i238.photobucket.com/albums/ff260/showbizfluffy/base01.jpg
Comments and that shit go in this thread, and tell me anything I should add or do that could make the map better. Thanks. :downs:

ThePlague
August 6th, 2009, 06:25 PM
P cool, can't wait to see how it plays.

Ganon
August 6th, 2009, 06:29 PM
cool so far, can't wait to see more.

Scooby Doo
August 6th, 2009, 11:33 PM
looks interesting enough...hard to see the gameplay though. and also your modeling looks like it's not connected? what's the poly count so far?

Siliconmaster
August 7th, 2009, 02:08 AM
I like the style, but I agree that from those pics it's hard to see the gameplay.

Higuy
August 7th, 2009, 07:57 AM
The gameplay should play out fine, believe me, its just hard to get some decent pictures of the whole map. The poly count is somewhere around 9k triangles.
And yes, everything is connected, why?

t3h m00kz
August 7th, 2009, 08:28 AM
Interesting. I like.

Alwin Roth
August 7th, 2009, 09:27 AM
Looks neat... going to have custom trees in it?

Higuy
August 7th, 2009, 09:51 AM
Looks neat... going to have custom trees in it?
Yeah, Dee is making some, and plants.
e:http://i238.photobucket.com/albums/ff260/showbizfluffy/lightbridgelayout.jpg
This is how the lightbridges play out, you can also see some modification to the main model, a little.
Green platforms = lightbridges

Alwin Roth
August 7th, 2009, 11:53 AM
could you label where blue and red base would be?

Higuy
August 8th, 2009, 08:59 PM
http://i238.photobucket.com/albums/ff260/showbizfluffy/GardenBSPDoneMB2.png
http://i238.photobucket.com/albums/ff260/showbizfluffy/GardenBSPDoneMB1.png
omg new pics!!
Gotta work on the cliffs, but the main playing field is done. :neckbeard:

Futzy
August 8th, 2009, 09:18 PM
very nice

Higuy
August 9th, 2009, 08:54 PM
08.09.09 21:53:07 tool pc 01.00.00.0609 ----------------------------------------------
08.09.09 21:53:07 reference function: _write_to_error_file
08.09.09 21:53:07 reference address: 42ca20
08.09.09 21:53:07 Couldn't read map file './toolbeta.map'
08.09.09 21:53:19 EAX: 0xFFFFFFFE
08.09.09 21:53:19 EBX: 0x0031DF01
08.09.09 21:53:19 ECX: 0x0012F200
08.09.09 21:53:19 EDX: 0x000002CC
08.09.09 21:53:19 EDI: 0x0012F200
08.09.09 21:53:19 ESI: 0x00000000
08.09.09 21:53:19 EBP: 0x0012F0D8
08.09.09 21:53:19 ESP: 0x0012F0C8
08.09.09 21:53:19 EIP: 0x77819A94, C3 8D A4 24 ?????
08.09.09 21:53:19 EXCEPTION halt in .\import_collision_bsp\build_collision_geometry.c, #979: bsp3d_plane_test_point(plane, point0, NULL)==_bsp3d_plane_test_on

Anyone know how to fix this? I keep getting this error when trying to run structure.
Google found 2 topics on it, but none helped.

Corndogman
August 9th, 2009, 09:58 PM
Looks nice, do the environment like the halo 3 level where you fly the hornets. Add lots of small islands in the water, and some far off in the distance. Also make sure the cliffs go far enough out and wrap around so that you can't see where they end. That really annoyed me in Peril.

Higuy
August 9th, 2009, 10:19 PM
Yeah haha, I have that covered in this one :)
By the way, my glass material wasn't set up correctly, so that's why I was getting the error, so never mind about that. Thanks for any one that tried finding out though :downs:

Higuy
August 9th, 2009, 11:28 PM
Never mind, I keep getting it again. It doesn't seem to be the glass anymore, or this little platform thats not attached to anything.
Could this be some random error becuase of this exporter im using? Im using max 9, so im using that exporter thing the ghost made.

BobtheGreatII
August 9th, 2009, 11:32 PM
My only complaint is that the cliffs are a little bland to be looking at up close.

Don't know about the error.

PopeAK49
August 9th, 2009, 11:34 PM
When you get to the part of adding plants to garden put some Alaska grown stuff in there. http://alaskapeonies.org/images/alaska_grown.gif. :realsmug:

Ganon
August 9th, 2009, 11:35 PM
totem poles and polar bears

Higuy
August 9th, 2009, 11:39 PM
I found a random MC biped named water!$ linked to frame
i deleted it
but it didn't do anything
what the :saddowns:

BobtheGreatII
August 9th, 2009, 11:45 PM
According to this thread:
http://www.modacity.net/forums/showthread.php?t=13475
It was just a material ID error, check all your materials to make sure they're proper.

Higuy
August 9th, 2009, 11:46 PM
According to this thread:
http://www.modacity.net/forums/showthread.php?t=13475
It was just a material ID error, check all your materials to make sure they're proper.
Wow
I don't even remember that
Thanks.
e:BSP is like mega huge compared to hugeass, fixing now.

PopeAK49
August 9th, 2009, 11:55 PM
totem poles and polar bears

Heh, good luck finding those since there dying off. :iamafag:

It looks like higuy doesn't learn from mistakes, lol.

Ganon
August 10th, 2009, 12:20 AM
Heh, good luck finding those since there dying off. :iamafag:

It looks like higuy doesn't learn from mistakes, lol.

those damn canadians are killing all the seals thats why :maddowns:

Higuy
August 10th, 2009, 12:36 AM
It looks like higuy doesn't learn from mistakes, lol.:realsmug:

PopeAK49
August 10th, 2009, 01:00 AM
Actually, I think the native corporation here has something to do with the polar bear count going low. This explains the rise in homeless people here.....hmmm.

Lateksi
August 10th, 2009, 04:57 AM
Nice, I liked the UT3 design. Are you gonna make this white and light too?

Higuy
August 10th, 2009, 08:23 AM
Yes.
DEEHunter and avp Dragon are helping out a bit with the textures and sky.

Higuy
August 10th, 2009, 11:11 AM
New error, and this should be the last one as well.

###ERROR vertex #0 has a bad point.

Could this be a random vertex not attached to anything somewhere?

TomClancy
August 10th, 2009, 12:41 PM
Looking good, I like it so far.

Higuy
August 10th, 2009, 03:37 PM
Hey guy's, I still can't fix that error. Doesn't seem to be any isolated vertex's either, though it could be if the tool in editable poly is missing it..
Ok what the fuck, I didnt even mess with the jms, ran it threw tool again, and it worked.
whatever

Higuy
August 10th, 2009, 05:11 PM
Are you kidding me
Another Error.
When I do lightmaps, nothing happens. It just says Start levels\garden\garden
After that it normally says 0.000000 automaticlly, in this case, it dosen't. Does anyone know how to fix this?

Sorry for all the double posting by the way, I just don't want to make a million topics about all my errors.

Ki11a_FTW
August 10th, 2009, 05:44 PM
if it doesnt do anything your probably referencing it wrong.

Tool lightmaps levels\garden\garden garden 1 0.001

chrisk123999
August 10th, 2009, 05:51 PM
Higher polly levels take longer to run lightmaps. Yours looks like it may take a little bit. Have you tried waiting?

Also, do you have the sky tag set up in the scenario?

Higuy
August 10th, 2009, 06:00 PM
I waited an hour, that should like more then enough. Fracture, which is more high poly, only took about 5 minutes, and its bigger. All it does is sit there saying start levels\luck\luck
(luck being the codename on my mapfolders.. I didn't type Garden last time, just said that so you all knew what I was talking about)

and nothing happens after that. It's obviously just this one, since I tested another bsp and it worked fine. I dunno what to do.

chrisk123999
August 10th, 2009, 07:28 PM
Have you tried doing radiosity in sapien?

Higuy
August 10th, 2009, 07:32 PM
No.
I'll try that, see if it works. Will edit post if it dosent.
In sapien it says Out of Scripter Memory.
Im guessing this is causing it, how do I add more?

chrisk123999
August 10th, 2009, 08:02 PM
Are you using a custom sky tag or one of the stock ones?

Higuy
August 10th, 2009, 08:03 PM
Stock
This is what happens if anyone's wondering.
http://i238.photobucket.com/albums/ff260/showbizfluffy/C.jpg
I pressed ^C after about 20 minutes on that..

chrisk123999
August 10th, 2009, 08:52 PM
Well, until you figure out the problem, you can always cheat the lightmaps since you have to do them again after scenery and stuff is placed. Make a blank 512 x 512 bitmap and use it as your lightmaps.

Higuy
August 10th, 2009, 08:55 PM
heh
I actually tried doing that, I put them in, but it didn't change anything.

chrisk123999
August 10th, 2009, 09:02 PM
Is it set up right?

I've done it before plenty of times.

Higuy
August 10th, 2009, 09:04 PM
Yeah, I just made a completely white bitmap, threw it in game, (checked to see if it works, it does), and open up the structure bsp in gurilla, threw it into the lightmaps spot.
I'm almost positive lightmaps needs to run so it can create the UVS, then do this, but I could be wrong.

117
August 10th, 2009, 10:15 PM
I've had this issue already; the best thing you can do is run lightmaps in Sapien. It won't work in Tool; I have no idea why it does it either. But that's the best option you have, unless you intend to use Aether, though I've never used it...

Reaper Man
August 11th, 2009, 02:01 PM
You could always do mental ray lightmaps.. (that's also done via Aether, right?)

chrisk123999
August 11th, 2009, 02:23 PM
You still have to do tool lightmaps to do lightmaps with Aether.

Have you tried removing one material at a time to see what one(s) could be causing it to take awhile?

.Wolf™
August 11th, 2009, 03:11 PM
Or guess and take the shittiest bitmap out:P

Higuy
August 14th, 2009, 01:46 PM
Chris helped me get it ingame, oddly enough, it compiled fine and worked on his computer.

For some reason my tool isn't giving me lightmaps messages or errors - only on this map.

chrisk123999
August 14th, 2009, 02:07 PM
http://dl.getdropbox.com/u/1455347/Capture.JPG
http://dl.getdropbox.com/u/1455347/Capture2.JPG

Tool felt like making the map inside out...

Siliconmaster
August 14th, 2009, 02:12 PM
Haha. Wow. Tool sometimes does that with small sections of my stuff, but never the whole thing. Wow.

Higuy
August 14th, 2009, 03:38 PM
fixed.
also, got it ingame.

BobtheGreatII
August 14th, 2009, 05:30 PM
fixed.
also, got it ingame.

Pics or stfu. :downs:

Higuy
August 14th, 2009, 06:55 PM
I was just finishing up a recording of me doing a run threw of the map on slayer. I'll upload it to youtube tonight and it will probally be up tommorow.
I'll get some pictures, too. I'll probally beta it tonight with some friends too.
http://i238.photobucket.com/albums/ff260/showbizfluffy/ingame1.jpg
http://i238.photobucket.com/albums/ff260/showbizfluffy/ingame2.jpg
http://i238.photobucket.com/albums/ff260/showbizfluffy/ingame3.jpg
http://i238.photobucket.com/albums/ff260/showbizfluffy/ingame4.jpg
everything is a wip.
Things not done:
No water plane.
Using regular, bad, default textures, will look NOTHING like this when completed.
No lights
Weapon placement, spawns..
Other things..
Still looks pretty cool imo =)

it also plays the song I showed earlier on the first page "mech 8 mix", but my fraps dosen't record sound, sorry. (had the box for it unchecked, makes my recording frame rate go up..)

:-3

DEElekgolo
August 14th, 2009, 06:58 PM
Looks nice. Do I get to beta?

Ganon
August 14th, 2009, 06:59 PM
looks good, can't wait to try it out

Alwin Roth
August 14th, 2009, 08:15 PM
I love how your maps are always off a cliff somehow... i like that,
So will there be some kind of waterfall/another cliff at the opposite side of this map?

And will it have covenant textures?

Higuy
August 14th, 2009, 09:26 PM
I love how your maps are always off a cliff somehow... i like that,
So will there be some kind of waterfall/another cliff at the opposite side of this map?

And will it have covenant textures?
You'll be surprised how the textures look, nothing like Halo styled at all.
There is a waterfall that goes down the middle of the map, forgot to say that isn't in there yet either :ugh:

Futzy
August 14th, 2009, 09:33 PM
You'll be surprised how the textures look, nothing like Halo styled at all.
I'm still up for doing textures on account of DEE being an dum.

Alwin Roth
August 15th, 2009, 02:53 PM
You'll be surprised how the textures look, nothing like Halo styled at all.
There is a waterfall that goes down the middle of the map, forgot to say that isn't in there yet either :ugh:

<3

PopeAK49
August 16th, 2009, 02:41 AM
Where is my Alaska grown stuff! :mech:

Ganon
August 16th, 2009, 03:44 AM
Where is my Alaska grown stuff! :mech:

http://zgaming.net/zgshack/images/y4bl91aaxzmfjf9o6hwz.jpg
i bet this made u look back at the original

PopeAK49
August 16th, 2009, 05:46 AM
Lmao. I didn't know the halo engine could support such realistic detail!

.Wolf™
August 16th, 2009, 06:37 AM
Wtf is polar bear doing in my halo?

Alwin Roth
August 16th, 2009, 11:27 AM
NO use this pic:
http://screenshots.rd.to/files/3b34b3a1e53c2523402049a1b006852b/ys8el6as20dq6mlx.jpg
Larger: http://screenshots.rd.to/sn/3b34b3a1e53c2523402049a1b006852b/ys8el6as20dq6mlx.jpg

Higuy
August 16th, 2009, 08:55 PM
I added some fluorescent white lights like the ones found in a10, and they dont seem to be working properly. I have lens flares attached to them in the shader, yet they only appear in 2 certain spots, and there EXTREMELY BRIGHT in those 2 spots.. Does any one know how to fix this or used these before?

kid908
August 16th, 2009, 09:01 PM
Intensity in the shader file. Change the color and intensity of the light, see if that helps.

Higuy
August 16th, 2009, 09:07 PM
Its not really that its the intensity or brightness, its just that all the lens flares that should be spread out across the material are all set in 2 places which make extremely bright.

chrisk123999
August 16th, 2009, 09:34 PM
http://dl.getdropbox.com/u/1455347/Lens%20flare.JPG
I would guess editing the lens flare spacing...

Higuy
August 17th, 2009, 06:48 AM
NEVERMIND
I recompiled the structure and lightsmaps and it now works fine
YAY.

Higuy
August 18th, 2009, 09:22 PM
I have good news and bad news
Good news is that the lightbridges are in and looking great
http://i238.photobucket.com/albums/ff260/showbizfluffy/lightbridges1.jpg
http://i238.photobucket.com/albums/ff260/showbizfluffy/lightbridgeshaders.jpg
(this is what it looks like up close, the blue stuff moves around, looks cool)
Bad news is that you can't turn them off or on becuase tool hates me and I don't feel like setting it up, and there's a possibility of bad syncing for some servers.

if any of you want to set up the lightbridges and get them working GOOD, let me know.

Futzy
August 18th, 2009, 09:23 PM
Look at those pro as hexagons.

Ganon
August 18th, 2009, 09:25 PM
what is the point of the lightbridges when u can just jump down and walk over there :l?

Higuy
August 18th, 2009, 09:33 PM
what is the point of the lightbridges when u can just jump down and walk over there :l?
They play a big roll in Koth, and it make's it a bit funner for ctf.
They attach to the circle in the middle, and theres also a power up there too. It makes sense to have them really, but it makes even more sense for them to turn off and on

BobtheGreatII
August 18th, 2009, 10:00 PM
I think they're fine just the way they are. I wouldn't bother with switches or turning them on and off. Leave it how it is.

Futzy
August 18th, 2009, 10:15 PM
HiGuy died for the night or something so I'm just going to post these here.
http://img20.imageshack.us/img20/7775/pingasl.png
Rendered

http://img39.imageshack.us/img39/9562/12539715.png
DirectX viewport

Diffuse, normal, and specular.

Higuy
August 18th, 2009, 10:43 PM
Try making some more intresting lines on them similar to what you see in the ut3 map(if that's the floor panel). Looks good so far though.

Futzy
August 18th, 2009, 10:51 PM
Its hard to do that with a tillable texture. I'd need to be able to do a ground map type thing for it.

ZeRk`
August 18th, 2009, 10:51 PM
This map is looking really great so far. I'm a fan of your maps and this gameplay looks to be good.

Higuy
August 18th, 2009, 10:55 PM
Its hard to do that with a tillable texture. I'd need to be able to do a ground map type thing for it.
You can just make a base map with a normal and specular and make the hexagons a detail map. I have a good looking idea how it should tile, I will show you tommorow.

Also thanks for comment zerk! Glad you enjoy my maps.

Futzy
August 18th, 2009, 10:59 PM
I think it'd just turn out a lot better If I could do each section as one whole 2048x2048 or 1024x1024 texture.

n00b1n8R
August 19th, 2009, 12:12 AM
What do the edges have on them? (or do the blues go right to the edge?)

Futzy
August 19th, 2009, 12:45 AM
What do the edges have on them? (or do the blues go right to the edge?)
Ya, the lightbridges should have an edge of some sort.

Ganon
August 19th, 2009, 02:55 AM
Needs more BEARS

That lightbridge looks awesome though. I'd say fuck the switches and leave em on.

Higuy
August 19th, 2009, 06:44 AM
kk
I can make it have an edge, but I need another texture to do so :realsmug:

Futzy
August 19th, 2009, 02:14 PM
Oh
http://img198.imageshack.us/img198/2540/gardensfloor.png
http://img194.imageshack.us/img194/1759/hextile.png

http://img4.imageshack.us/img4/1284/walluak.png

My cat just threw up :/

Higuy
August 19th, 2009, 02:46 PM
Instead of completley black, maybe make the black line that runs across the wall panel blue for variation? Then when it goes ingame I can put the hexagon detial map on there, and another to make it look pretty. I also have a black and white cubemap that should also make it look good too.

Futzy
August 19th, 2009, 05:16 PM
http://img29.imageshack.us/img29/9002/weener.png
This won't be tiled too much.

Siliconmaster
August 19th, 2009, 07:03 PM
That one is cool. Looks less organic than the one you were using before, but has a strange techy-feel as well.

Higuy
August 21st, 2009, 04:06 PM
--Runtime error: Mesh operation on non mesh: Editable Patch

I get that while exporting using the ghosts exporter blue streak.
Anyone know how to fix this?
fixed that ^
will have new pic's soon with lots of new textures!~! :neckbeard:

Alwin Roth
August 21st, 2009, 09:37 PM
<3

BobtheGreatII
August 22nd, 2009, 12:04 AM
I'm not sure I understand your definition of "soon". :raise:

Higuy
August 22nd, 2009, 07:45 AM
I'm not sure I understand your definition of "soon". :raise:
see, i fixed the error, then i just get more.
then i forget about what i post, and dont update it :downs:

Higuy
August 22nd, 2009, 08:59 PM
double posting cuase i can
wCqlH-1NlAI
watch in high quality or die

Mythril
August 22nd, 2009, 09:12 PM
Hey that looks pretty good, not only the flags. There's just a tiny flicker, but you won't really notice it ingame.

Ganon
August 22nd, 2009, 09:17 PM
Hey that looks pretty good, not only the flags. There's just a tiny flicker, but you won't really notice it ingame.

its fps lag from recording.

the red flag looks cool, don't like the blue one. map looks superb besides that. :neckbeard:

UnevenElefant5
August 22nd, 2009, 09:49 PM
I'm sorry, I didn't watch it in high quality, please don't kill me.

No, seriously, looks really good.

Horns
August 22nd, 2009, 10:16 PM
I'm getting off to this map right now.

Futzy
August 22nd, 2009, 10:21 PM
the red flag looks cool, don't like the blue one. map looks superb besides that. :neckbeard:
Red flag is my logo, blue is some image Higuy picked out.
He needs to make his own logo :/

Also Higuy DEE needs to talk to you about something.

n00b1n8R
August 23rd, 2009, 02:31 AM
You gonna release the tags for the flags? I like their movment a lot (though for me, nothing will ever be as good as the original flag skins)

Higuy
August 23rd, 2009, 07:51 AM
You gonna release the tags for the flags? I like their movment a lot (though for me, nothing will ever be as good as the original flag skins)
map will be open sourced most likely. If you open the video up and look at the description, I also explained how to make them look windy and shine.

sevlag
August 23rd, 2009, 07:55 AM
map will be open sourced most likely. If you open the video up and look at the description, I also explained how to make them look windy and shine.

the poles shine or the flags themself, because i dont think cloth is supposed to "shine" per say, anyways looks good

Alwin Roth
August 23rd, 2009, 10:18 AM
[size=1]--- Original message by: Dennis[/size=1]
I Like Higuy's maps!

.

Futzy
August 23rd, 2009, 10:29 AM
the poles shine or the flags themself, because i dont think cloth is supposed to "shine" per say, anyways looks good
If you watched the video you'd see that the logos shine, not the cloth. kind of like it embroidered with silver or gold.

Higuy
August 28th, 2009, 04:44 PM
I've gotten the new bsp ingame (only took forever with gay errors) and yes this is finally all the way textured, probally will have a few change's here and there and shaders are still being tweeked. Lighting isn't done either.
http://i238.photobucket.com/albums/ff260/showbizfluffy/Garden-Higuynewbsp5.jpg
http://i238.photobucket.com/albums/ff260/showbizfluffy/newbsp1.jpg
http://i238.photobucket.com/albums/ff260/showbizfluffy/newbsp2.jpg
http://i238.photobucket.com/albums/ff260/showbizfluffy/newbsp3.jpg
http://i238.photobucket.com/albums/ff260/showbizfluffy/newbsp4.jpg
http://i238.photobucket.com/albums/ff260/showbizfluffy/newbsp5.jpg
http://i238.photobucket.com/albums/ff260/showbizfluffy/newbsp6.jpg
http://i238.photobucket.com/albums/ff260/showbizfluffy/newbsp7.jpg
pictures!!! :neckbeard:

Mass
August 28th, 2009, 04:52 PM
Those wall and tile floor textures are pretty goddamn meh, get some stain decals or something.

everything else looks so much better

Higuy
August 28th, 2009, 04:54 PM
Those wall and tile floor textures are pretty goddamn meh, get some stain decals or something.
why would I put stain on them if its supposed to be a clean looking environment and shiny?

Rentafence
August 28th, 2009, 04:57 PM
Looks too dark compared to the map you're basing it off of. Hopefully the new lighting will do the UT3 map justice.

Higuy
August 28th, 2009, 05:00 PM
Looks too dark compared to the map you're basing it off of. Hopefully the new lighting will do the UT3 map justice.
Don't worry about lighting, we have it covered. Dee will be doing the lighting with vray, and apparently with custom uvs as long as everything goes planned correctly. If not, will just use Halo's uvs that it spits out, but they could be a bit.. different in some places.

chrisk123999
August 28th, 2009, 06:35 PM
Needs player clipping to make going up those small steps less annoying. Also the water at the bottom needs to be UVW'ed smaller.

Higuy
August 29th, 2009, 04:52 AM
afmgI4wx_II
gameplay from yesterdays test recorded by cass
youtube is a faggot and took my audio out

Ganon
August 29th, 2009, 05:34 AM
Heard that song in a gaybar last week.

n00b1n8R
August 29th, 2009, 06:53 AM
If the bridges are meant to be holographic (like the light bridge) then I'd suggest some combination of a flicker/transparency/grainyness and something (mostly transparent) to fill the gaps. as it is it seems like some kind of weird mesh atm.

Also, the blank white walls look boring and blend into each other too much, put some spot lighting/strips around the bottom or something to break it up some more.
The cliff textures also look stretched/warped/something, that's been bugging me for a while..

Otherwise, it's looking great.

Higuy
August 29th, 2009, 09:34 AM
oh no!
http://i238.photobucket.com/albums/ff260/showbizfluffy/JAILBAIT.jpg
Help :gonk: :ohdear:

BobtheGreatII
August 29th, 2009, 11:17 AM
It's ok, you have deathless on. :downs:

chrisk123999
August 29th, 2009, 03:51 PM
Was looking around with dev-cam when I realized that the shotguns where in the glass...

http://screenshot.xfire.com/screenshot/large/86d157fa2cd4312ce6b161e7764f41a410206ce1.jpg (http://www.xfire.com/screenshots/chrisk123999/ss_file-86d157fa2cd4312ce6b161e7764f41a410206ce1.jpg)

Also, the map has major clipping issues once you get outside the platform. Not that you'll ever notice it during real gameplay.

Double also, the teleporter shield should be part of the BSP so it fits the teleporter properly.

Lateksi
August 30th, 2009, 01:35 PM
The massive black objects in the map look weird with all the light stuff :/

Higuy
August 31st, 2009, 06:42 PM
Actually the "black" objects are stone. You can probally tell this once getting ingame and playing around a little bit with your own eyes. The reason there black is too add contrast other then just having lots of White and green. you should always have that secondary color thats a bit darker then the lighter ones to make it look a bit better.

=sw=warlord
August 31st, 2009, 06:49 PM
http://screenshot.xfire.com/screenshot/large/86d157fa2cd4312ce6b161e7764f41a410206ce1.jpg (http://www.xfire.com/screenshots/chrisk123999/ss_file-86d157fa2cd4312ce6b161e7764f41a410206ce1.jpg)


Is it me or does that shotgun look abnormaly large compared to the plasma pistol.:gonk:

Advancebo
August 31st, 2009, 06:53 PM
Is it me or does that shotgun look abnormaly large compared to the plasma pistol.:gonk:

Perspective :realsmug:

TEMPTii
September 1st, 2009, 06:40 AM
How does he model so well :/ TEACH MEEE

And from the renders I saw, i didn't look like it could become a garden, but it kinda looked like a hover platform thing that stemmed from the last level of halo 2 O:

Sel
September 1st, 2009, 08:03 AM
Covenant textures, and then you'll have a nice lookin map.

Higuy
September 1st, 2009, 07:52 PM
covy textures..
hmm
no. Only becuase it's not a covy map. At all.

also
http://img4.imageshack.us/img4/3418/16662680.png
dee's almost done

DEElekgolo
September 1st, 2009, 08:07 PM
Ye

Dwood
September 1st, 2009, 09:14 PM
I love you guys.

ThePlague
September 1st, 2009, 09:24 PM
<3

Sel
September 1st, 2009, 09:27 PM
make it underwater

lol

Higuy
September 2nd, 2009, 02:20 PM
how would I get rid of these fucker's?
http://i238.photobucket.com/albums/ff260/showbizfluffy/error1.jpg
http://i238.photobucket.com/albums/ff260/showbizfluffy/error2.jpg
http://i238.photobucket.com/albums/ff260/showbizfluffy/error3.jpg
http://i238.photobucket.com/albums/ff260/showbizfluffy/error4.jpg
there fucking with the lightmaps!!
sooner fixed, sooner released. The map is pretty much finalized and most errors and bugs have been fixed. (besides the clipping issue out of the map, though you'll never see that during a real game.)
The new lightmaps also give the map a whole new feel, really. It's alot better looking, better then expected ingame actually. (besides the gay errors..)
http://i238.photobucket.com/albums/ff260/showbizfluffy/error5.jpg

Ganon
September 2nd, 2009, 02:38 PM
lol hurry up godamnit :S

Ki11a_FTW
September 2nd, 2009, 02:44 PM
what fuckers :| , the light? Give them 0 brightness

Higuy
September 2nd, 2009, 02:47 PM
what fuckers :| , the light? Give them 0 brightness
Not the lights, the black and white lightmapped edges that are on all the edge's. They don't show up in the render or in max. I'd like to know how to fix it.

paladin
September 2nd, 2009, 03:14 PM
do you have the same smoothing group ID on the faces?

il Duce Primo
September 2nd, 2009, 03:19 PM
Please don't put music in this. I'm probably not the only one who doesn't want to be bothered to have to turn down and up the music everytime to play this map. The best thing is to keep it normal and allow users to play what they want on their own seperate music software.

Higuy
September 2nd, 2009, 03:20 PM
do you have the same smoothing group ID on the faces?
Should I make it like that, or no?

o and duce, Im adding a botton in the puase menu that allows you to turn the music off.

il Duce Primo
September 2nd, 2009, 03:22 PM
Why not make a button to turn it on, so people dont have to be bothered still to turn it off.

Higuy
September 2nd, 2009, 03:26 PM
Because the main part of the map is having music. I'd rather have it play, and if you really don't want it on its like a click away. It's like making the time of day to day instead of night on Snow grove, it's really not that big of a problem. If you don't like it, then just press the botton. It takes like 2 seconds. :\

paladin
September 2nd, 2009, 04:10 PM
I think that if you have two face touching each other with different smoothing ID's, there will be a seam. I could be wrong though.

BobtheGreatII
September 2nd, 2009, 07:39 PM
Because the main part of the map is having music. I'd rather have it play, and if you really don't want it on its like a click away. It's like making the time of day to day instead of night on Snow grove, it's really not that big of a problem. If you don't like it, then just press the botton. It takes like 2 seconds. :\

That's really going to destroy the map bro. :smith:

Higuy
September 2nd, 2009, 07:43 PM
That's really going to destroy the map bro. :smith:
I don't really see how, most people who did have music turned on liked it alot. I haven't had any complaints other then you and Duce. Unless I start getting alot, im not changing it.

Dwood
September 2nd, 2009, 07:49 PM
I want to play the map before I decide.

Ganon
September 2nd, 2009, 07:57 PM
Played it, music is fine. Just turn it off and stop being a faggot.

BobtheGreatII
September 2nd, 2009, 08:47 PM
Well what's the music? Cause it better be good.

English Mobster
September 2nd, 2009, 09:00 PM
Please no Slipknot this time.
Goddamn, I wound up having to sv_map_next in the Modacity gamenight because of the complaints about the music.

ThePlague
September 2nd, 2009, 09:34 PM
Use some elevator music, or The Postal Service, or Owl City, or Swimming With Dolphins, or or or Lights. Anything light would do.

p.s Slipknot fails hard

Heathen
September 2nd, 2009, 10:04 PM
Heard that song in a gaybar last week.

why were you at a gaybar? :raise:

And yeah, this map is pretty buggy but overall seems fun.

and @ music, get Thanks for all the Fish from the Hitchhikers guide to the Galaxy soundtrack.

BobtheGreatII
September 2nd, 2009, 10:25 PM
why were you at a gaybar? :raise:

And yeah, this map is pretty buggy but overall seems fun.

and @ music, get Thanks for all the Fish from the Hitchhikers guide to the Galaxy soundtrack.

Awesome song.

ojydNb3Lrrs

paladin
September 3rd, 2009, 12:16 AM
Awesome book/movie <3 Mos Def

Higuy
September 3rd, 2009, 12:31 AM
I posted a link to the music in the first post guys...

Higuy
September 3rd, 2009, 03:39 PM
Hey guys.
I'll be able to release the map tonight or sooner, though 1 thing needs to be fixed before all of that.
The music toggle script doesn't seem to be working.
l28 made the button for it, and it shows up fine in-game. Though, if you press it, it doesn't work or do anything. The music starts at startup becuase it's the backround music.
Here is the script. (Made by gamma)
Reply if you have a fix or know how to fix it.

(global boolean ishOn false)

(global boolean isOn false)

(script dormant music_toggle
(if
(= ishOn false)
(begin
(set isOn true)
(set ishOn true)
)
(begin
(set isOn false)
(set ishOn false)
)
)
)

(script continuous go
(if
(= isOn true)
(begin
(sound_looping_start "levels\luck\music\mech8gardens" none 1)
)
(begin
(sound_looping_stop "levels\luck\music\mech8gardens")
)
)
)

Sel
September 3rd, 2009, 05:06 PM
heres a solution
fuck the music :)

Higuy
September 3rd, 2009, 05:17 PM
if anything, id fuck the music toggle, not the script. if you want it off so damn badly, turn off music in your settings. It won't disable other backround music in other maps, just sound tags with the music properties. if gamma doesn't get online in the next 15 or 25 minutes, im just going to fuck the music toggle stuff, and head on with fixing the few last things and preparing for the release.


E:
guess it looks like im fucking the script, gamma doesn't know.