[q3] turcdm0_demo (gmax2milkshape2q3radiant example)

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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a13n
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[q3] turcdm0_demo (gmax2milkshape2q3radiant example)

Post by a13n »

As I mentioned earlier here, I've werked on the example map for that method.
Now it's done and here it is.

d/l@filefront

Image

edit:
@scourge
You were just too early to reply. :p
Last edited by a13n on Sun Apr 08, 2007 7:43 am, edited 3 times in total.
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Scourge
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Post by Scourge »

:confused:
pjw
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Post by pjw »

Download doesn't work for me. I click "download now" and just end up on the filefront homepage.

Anyone else have any luck? Do you need to be a member?
v1l3
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Post by v1l3 »

the link works
Amphetamine
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Post by Amphetamine »

Worked fine for me.

I am a member and was signed in at the time though, so couldn't comment unfortunately pjw.
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Scourge
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Post by Scourge »

pjw wrote:Download doesn't work for me. I click "download now" and just end up on the filefront homepage.

Anyone else have any luck? Do you need to be a member?
Apparently you don't have to be a member. I got it just fine.
pjw
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Post by pjw »

The problem was on my end; for some reason I had to manually force the final d/l link to open in a new tab to get Firefox to actually grab it. Sorry about the confusion.

I just had a chance to run around it really quickly...it looks okay. I saw one "notex" face on the floor in a corner.

On the one hand it certainly proves that your method works, and is a viable method of making a map. On the other hand, I'm personally not convinced it's really useful, rather than just a novel way of working, and I'm pretty sure that, for me at least, it would be very slow compared with just making the map in radiant. I'm not sure what, if any, gameplay differences you were illustrating...?

Cool tech demo anyway.

/me goes back to working on a little CTF map...
dnky
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Post by dnky »

If I stand by the RG and face towards a certain direction I am getting way over 1000FPS :)
Like PJW said, you pulled it off. I still have no idea why you would ever need to do this, but well done anyway:)
Whatever....
a13n
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Post by a13n »

@pjw
You found it!
If you grab the shotgun without turning around, you won't find it.
That's why I missed it. :p
Thank you for the debugging.

and...
please be sure to submit your ctf map.

@dnky
1000FPS?
I used no hint brushes.
The subdivided structural geometry did the job automatically.

In this map I used the exported geometry as it is.
But it should be possible to manipulate this as a base and re-brush with larger grids.

Anyway this method will provide a lot of decent prefabs, which would, otherwise, be harder or more time-consuming to sculpt in radiant.
Amphetamine
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Post by Amphetamine »

So the weapon pickups are the triggers then? I missed the point for ages btw.... Then I noticed the thing witht he shotgun.

Sorry if I'm still missing the point here, but it looks like it was compiled with -patchmeta, is ther a specific reason for that?

***EDIT***, nevermind, I missed the link to the other thread at the top :o

I see now... Interesting.
Last edited by Amphetamine on Tue Apr 10, 2007 1:14 pm, edited 1 time in total.
o'dium
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Post by o'dium »

1) Why? All of this is possible in GTK.

2) WHY???

3) NEVER release media that isn't power of two INCLUDING LEVELSHOTS. Hell it shouldn't be that high anyway.

4) WHY???????

5) Why do you have two stupidly large none power of two levelshots, one of which isn't even the right format?

6) WHY?!?!?!!!?

7) I haven't even loaded the level up yet but I can already see unwelded/incorrect vertex positions.

8) WHY?!?!!!!?!?!?!?!?!?!?!?!??!

9) Why dont you just model it and insert the hard parts as a map model, leaving the rest to brush work and vising because thaT IS a faster method???

10) WHYWYWYWHWHWYWYWHWYWYWHYW!!?!?!?!?!?!!?!?

After loading the level:

11) Jump pads with no texture???

12) Missing textures?

13) No impact marks on ceiling?

14) Lower brick work acts like water but there is no water there?

15) WHY?!!?!?!?!!?!?!?!?!?!?!?!?!?!?!?!
v1l3
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Post by v1l3 »

Um..Yeah, Right.....Why ask Why man?


..Only things I was going to mention is that I was running through invisible water, and the jumpads weren't there...which o'dium mentioned along with 9 Why's.


-also guys, You don't have to have a user account at FileFront. With the link not working..that actually happens quite a bit to some maps which are submitted to filefront by the mappers over at the ..::LvL beta section. Dunno why......
pjw
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Post by pjw »

You can see the water if you look closely--it's just very clear and very shallow.


o'dium wrote:WHY?!!?!?!?!!?!?!?!?!?!?!?!?!?!?!?!
Deep breaths man. Easy...easy...

Image
dichtfux
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Post by dichtfux »

Gave your map a try and it seems to be ok apart from the minor issues people already mentioned.

As you call it a demo (and that's all it is, though I don't really get for what exactly ;) ) I guess you don't want any comments on gameplay, item placement and things like that.

Didn't see anything in there that Radiant couldn't do in a few minutes, but it works.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
a13n
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Post by a13n »

@o'dium
One thing for sure as an answer would be to support bots.
I recommend you to play with CMPA bots because vanilla bots really suck in this map.

@pjw
--it's just very clear and very shallow.
You've got the point.

@dichtfux
Right.
There is no need to comment about item placement.
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