q3ctfp13 no name yet :D
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skinNCNmaster
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- Joined: Wed Jan 29, 2003 8:00 am
Re: q3ctfp13 no name yet :D
here is a thing you also might learn...
whenever the texture continues on the face of the brush, underneath something else and gets hidden, caulk that face, add another brush, one designed to cover only the viible part needing texture, caulk all faces but the visible one... dont let so much texture get enveloped into the caulk volumes.
once this map has been sped up through this process youre on your way... i hope you appreciate that im being pretty not too hard on you here... im a fanatic for perfection, libra born week of the perfectionist.. and i get on some peoples nerves in my way i can find every mistake and be like.. grr you did some things that stump even me how to fix.. how to fix that???! hmmm okay well good test for me
whenever the texture continues on the face of the brush, underneath something else and gets hidden, caulk that face, add another brush, one designed to cover only the viible part needing texture, caulk all faces but the visible one... dont let so much texture get enveloped into the caulk volumes.
once this map has been sped up through this process youre on your way... i hope you appreciate that im being pretty not too hard on you here... im a fanatic for perfection, libra born week of the perfectionist.. and i get on some peoples nerves in my way i can find every mistake and be like.. grr you did some things that stump even me how to fix.. how to fix that???! hmmm okay well good test for me
Re: q3ctfp13 no name yet :D
If someone PMs you, you might just want to reply to the PM directly instead of posting in the thread. For the rest of us reading, it just looks like you're having a one way conversation with some invisible person and it's hard for us to follow what you're talking about.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
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skinNCNmaster
- Posts: 344
- Joined: Wed Jan 29, 2003 8:00 am
Re: q3ctfp13 no name yet :D
in his profile he lists: Occupation: one day, this will say level designer 
so i figure hes ready to handle some of ym style critique.. technicalities related to optimization are often very important and any input f any kind should always be accepted graciously
his pm was pertaining to this map, id rather do anny discussion here in its thread. thanks obsidian.
so i figure hes ready to handle some of ym style critique.. technicalities related to optimization are often very important and any input f any kind should always be accepted graciously
Re: q3ctfp13 no name yet :D
looking forward to ya examples etc before i post follow up questions 
Re: q3ctfp13 no name yet :D
right now i've hidden all ents/detail/patches and im rebuilding the hull from scratch. so many mistakes lol...
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skinNCNmaster
- Posts: 344
- Joined: Wed Jan 29, 2003 8:00 am
Re: q3ctfp13 no name yet :D
alright heres a little map file with two copies of the same geometry in it, yours and mine.. ive changed one tiny little thing on the surrounding of the ump pad.. change it back or not..
im not setup to compile or anything, so you'll havta do that to check results.. im pretty familiar with how the engine deals with resplitting faces and stuff...can do it from eye.. in editor. tough with the laying of your hint brushes, a couple of the triangles ive laid in floor corners.. might beg for a well thought out revision....
theres a few spots where your actions caused me to rebuild all your brushwork and use multiple brushes in order to texture specific faces only.. so in editor, you will see caulk flashy faces.. thats for good reason.
also, ive done some forcing of small triangles instead of long narrow ones in tiny corners on the floors where your trims do hexagonal protrusions..
anything small or detail like the octagon floor details i have moved one minor grid unit away from the floor brushes to keep any vertexes from forcing new triangular splits into the floors.
go in game and devmap and turn on r_showtris 1 and grab the flight item and compare
optimiza.zip
im online in msnm if you want to exchange questions etc crockatt at hotmail dot com
excuse the download link ads.. its a free site.. no signup necessary
ps- ive ust gone back into the full map file and started peeking at brush groups and stuff here and there.. man youve done pretty things.. but youve modelled very sloppy.. im inspired to help you with this.. im just not sure to do this all on my own... whew.. look up at the file above.. and then again into your map.. perhaps we should work together and divide the whole into parts.. once you've got the gist of how to optimize and model clean.. we can polish this baby off finely with some co-ordinated effort.
im off to install photoshop again just for the tutorial image style ability..
im not setup to compile or anything, so you'll havta do that to check results.. im pretty familiar with how the engine deals with resplitting faces and stuff...can do it from eye.. in editor. tough with the laying of your hint brushes, a couple of the triangles ive laid in floor corners.. might beg for a well thought out revision....
theres a few spots where your actions caused me to rebuild all your brushwork and use multiple brushes in order to texture specific faces only.. so in editor, you will see caulk flashy faces.. thats for good reason.
also, ive done some forcing of small triangles instead of long narrow ones in tiny corners on the floors where your trims do hexagonal protrusions..
anything small or detail like the octagon floor details i have moved one minor grid unit away from the floor brushes to keep any vertexes from forcing new triangular splits into the floors.
go in game and devmap and turn on r_showtris 1 and grab the flight item and compare
optimiza.zip
im online in msnm if you want to exchange questions etc crockatt at hotmail dot com
excuse the download link ads.. its a free site.. no signup necessary
ps- ive ust gone back into the full map file and started peeking at brush groups and stuff here and there.. man youve done pretty things.. but youve modelled very sloppy.. im inspired to help you with this.. im just not sure to do this all on my own... whew.. look up at the file above.. and then again into your map.. perhaps we should work together and divide the whole into parts.. once you've got the gist of how to optimize and model clean.. we can polish this baby off finely with some co-ordinated effort.
im off to install photoshop again just for the tutorial image style ability..
Re: q3ctfp13 no name yet :D
downloading and also installing msn messenger. 
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skinNCNmaster
- Posts: 344
- Joined: Wed Jan 29, 2003 8:00 am
Re: q3ctfp13 no name yet :D
yeha so.. when youre online today lets get this party started right...lol
hold off on what we were doing last night, ive integrated the optimized stuff into the map and started tidying up.. i will pass you a copy later tonight.
hold off on what we were doing last night, ive integrated the optimized stuff into the map and started tidying up.. i will pass you a copy later tonight.
Re: q3ctfp13 no name yet :D
at work now. will be home in about 4-5 hours. got some hull work done... overall its much better! way less overdraw and a far more efficient use of faces.
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skinNCNmaster
- Posts: 344
- Joined: Wed Jan 29, 2003 8:00 am
Re: q3ctfp13 no name yet :D
ive been in your map allllllllll day..... so um... lol.. stop, hammer time!
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skinNCNmaster
- Posts: 344
- Joined: Wed Jan 29, 2003 8:00 am
Re: q3ctfp13 no name yet :D
mmm im getting itchy now. lol this is getting fun, i began in the back of the flag room, noticed the room was mirrored so deleted half... though not sure.. since the boiler room is different than the other side..
also notice one thing we're gonna havta work out.. both lower level central routes lead straight trough from base to base... like a near direct line of sight, with some horizontal hinting we can do some filed of view stuff but not lots.. so think about causing a turn in the corridor that goes below.. or perhaps, skipping the ramp.. and coming up from below using a jump pad closer into the base.. this would give some fun battles..rocket jumping off the pad is the sort of surprise entrance.... and would let us land right on the flag... hmm hmm..
you deal with structural newbish, see the flag room with details hidden when i pass you the file later... i'm still not round about enough to even consider what to do about your skylight windows... maybe how you did.. lol works well..
mmmhmmmm yes sir this map is going up up up
i would note that some people call me excessive.. those guys will look around and find the spots where i said ahh fah kit! cutting that again wont save much... the renderer will actually probably save tris... when they get to be slivers and many.. in small space..
though you're quite a bit like me in ways you shape brushes and round corner and oh yeah that reminds me
the Z box wall in the center area is so pretty with its patch rounding.. i didn't notice the patches until today and was wow'd! the ting is.. the patch work to brush work is a tad off.... patches end mid brush.. and i optimized those brushes before seeing they had patches..
look carefully at how you've combined patches and brushes when softening right angles, the ends of the patch ought always meet the edge and vertex of a brush, {a face, off the edge is ok}, somewhere where no vertices rest.. but the vertexes must meet vertices. otherwise.. well sparklies.. and odd anomalies.. lol interdimensional portals to amaxon planets and doomsday machines and who knows what else... lol you get the tousand word version of
oops i read that!? lol
also notice one thing we're gonna havta work out.. both lower level central routes lead straight trough from base to base... like a near direct line of sight, with some horizontal hinting we can do some filed of view stuff but not lots.. so think about causing a turn in the corridor that goes below.. or perhaps, skipping the ramp.. and coming up from below using a jump pad closer into the base.. this would give some fun battles..rocket jumping off the pad is the sort of surprise entrance.... and would let us land right on the flag... hmm hmm..
you deal with structural newbish, see the flag room with details hidden when i pass you the file later... i'm still not round about enough to even consider what to do about your skylight windows... maybe how you did.. lol works well..
mmmhmmmm yes sir this map is going up up up
i would note that some people call me excessive.. those guys will look around and find the spots where i said ahh fah kit! cutting that again wont save much... the renderer will actually probably save tris... when they get to be slivers and many.. in small space..
though you're quite a bit like me in ways you shape brushes and round corner and oh yeah that reminds me
the Z box wall in the center area is so pretty with its patch rounding.. i didn't notice the patches until today and was wow'd! the ting is.. the patch work to brush work is a tad off.... patches end mid brush.. and i optimized those brushes before seeing they had patches..
look carefully at how you've combined patches and brushes when softening right angles, the ends of the patch ought always meet the edge and vertex of a brush, {a face, off the edge is ok}, somewhere where no vertices rest.. but the vertexes must meet vertices. otherwise.. well sparklies.. and odd anomalies.. lol interdimensional portals to amaxon planets and doomsday machines and who knows what else... lol you get the tousand word version of
oops i read that!? lol
Re: q3ctfp13 no name yet :D
my mapping comp has had a full catatonic melt down and is of to get repaired. will try using this lappy for a while :/ good thing i saved my .maps 
Re: q3ctfp13 no name yet :D
(Sorry for hijacking your thread fKd...)
@ skinncnmaster: does it matter what angles the triangles have when you cut brushes into smaller bits?
And btw, what's the shortcut for hiding details? Is there any way to determine whether a brush is detail or structural in the editor?
@ skinncnmaster: does it matter what angles the triangles have when you cut brushes into smaller bits?
And btw, what's the shortcut for hiding details? Is there any way to determine whether a brush is detail or structural in the editor?
Re: q3ctfp13 no name yet :D
It's ctrl+D (in radiant 1.5 at least).Chretien wrote: And btw, what's the shortcut for hiding details? Is there any way to determine whether a brush is detail or structural in the editor?
www.ferdinandlist.de/leveldesign
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skinNCNmaster
- Posts: 344
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Re: q3ctfp13 no name yet :D
ctrl-d for detail hiding on|off yeah these are all listed in the menu
if they dissapear.. theyre details.. lol
details are anything not hull of the map.. or wall divisional within the map... details are all the little things, the extras which wont affect field of view or will overly complexify a portal structure..
when cutting into buts always cut to the corners... though.. you can cut a bush up a bunch of times and then ctrl-u the pieces together after... i do this all the time.. because if you cannot see it, there shouldn't be brush there...
cretien what sort of thing are you doing? transfer the discussion too your journal.. reply there
PS- i figure im about one third of the way complete now... purrrrhaps a bit closer to half..
if they dissapear.. theyre details.. lol
details are anything not hull of the map.. or wall divisional within the map... details are all the little things, the extras which wont affect field of view or will overly complexify a portal structure..
when cutting into buts always cut to the corners... though.. you can cut a bush up a bunch of times and then ctrl-u the pieces together after... i do this all the time.. because if you cannot see it, there shouldn't be brush there...
cretien what sort of thing are you doing? transfer the discussion too your journal.. reply there
PS- i figure im about one third of the way complete now... purrrrhaps a bit closer to half..
Re: q3ctfp13 no name yet :D
ctrl d = show hide detail brushes
ctrl p = show hide patches
alt 7 = show hide clipping brushes
these are the main ones i use...
still crying over my dead computer
ctrl p = show hide patches
alt 7 = show hide clipping brushes
these are the main ones i use...
still crying over my dead computer
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skinNCNmaster
- Posts: 344
- Joined: Wed Jan 29, 2003 8:00 am
Re: q3ctfp13 no name yet :D
UPDATED MAP FILE
im taking a break for a bit.. been on this all day.. will be online if you wanna chat
im taking a break for a bit.. been on this all day.. will be online if you wanna chat
Re: q3ctfp13 no name yet :D
looks like my nz timezone clashes with yours :/ +12 gmt over here...
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skinNCNmaster
- Posts: 344
- Joined: Wed Jan 29, 2003 8:00 am
Re: q3ctfp13 no name yet :D
updated 7:08pm the current pk3/bsp-meta for you interested in a new revision to one of the lower flag room entry.. jump pad! with a twist-ish up the path..
half the map is missing(like one entire base) in this pk3 btw.. optimizing..
updated file 4pm montreal time
ps- theres a few spots where things are odd.. dont mind me.. im hopping all over the places.. details here, structural there... im in and out of q3 checking and cleaning.. so expect a more refined version of this later tonight....
question: how does the new jump pad entrance into flag room feel?
half the map is missing(like one entire base) in this pk3 btw.. optimizing..
updated file 4pm montreal time
ps- theres a few spots where things are odd.. dont mind me.. im hopping all over the places.. details here, structural there... im in and out of q3 checking and cleaning.. so expect a more refined version of this later tonight....
question: how does the new jump pad entrance into flag room feel?
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skinNCNmaster
- Posts: 344
- Joined: Wed Jan 29, 2003 8:00 am
Re: q3ctfp13 no name yet :D
was compiling my recent work and noticed in the editor console during compile...
check your shaders.. one of them has an extra line..entering scripts/q3ctfp13.shader
WARNING: Unknown surfaceparm: "solid"
Re: q3ctfp13 no name yet :D
it lives 
Re: q3ctfp13 no name yet :D
current red base:[lvlshot]http://img202.imageshack.us/img202/6616/q3ctfp131.jpg[/lvlshot]
Re: q3ctfp13 no name yet :D
fKd wrote:im going for a kinda cartoonish sci-fi look... realism be damned! muhahahaha
cel shading? with the amount of detail in this map i think it would work pretty well.
[url=https://github.com/Garux/netradiant-custom]NRC[/url]
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[url=https://defrag.racing/]Defrag[/url]
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Re: q3ctfp13 no name yet :D
hmmm i dunno, the celshader is a bit to much of a messy hax effect. i'll throw up a beta for testing once i get the basic clipping pass done. heh i've changed the layout quite a bit... i think it could have some really funny moments.. anyway, back to work 