GTCTF4TE - Done and Released

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
skinNCNmaster
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Joined: Wed Jan 29, 2003 8:00 am

Re: !updated BETA - GTCTF4TE

Post by skinNCNmaster »

Delirium wrote:-you need to nopicmip the sprites/decals it was quite horrid looking at them in bad quality

Code: Select all

noPicMip
This causes the texture to ignore user-set values for the r_picmip cvar command. The image will always be high resolution. Example: Used to keep images and text in the heads up display from blurring when user optimizes the game graphics.
so i add nopicmip to those shaders? never used that before.. in the first part of the shader?

Delirium wrote:-maybe a slightly colored fog
like that which is in the regen spot? there are issues with fog and water i have not solved.. otherwise.. patches and water and fog together.. lol help me out with it and yeah..
Delirium wrote:-indead of 'add'ing the crystals, why not alpha blend them from 1 color to another?
good idea.. alpha blending required it be done vertex to vertex.. so i might have to rebuild them to cater to that.. hmm another thing i've done once.. but whew.. rusty.
Delirium wrote:-you have textures which are not powers of 2, including your levelshot
true. the levelshot is a screen reso pic.. always has been.. works fine. 1024x768, whats the preferred dimensions of a levelshot? the rest of them are powers of 2.. 128 256 512 etc...which one isn't? lol
Delirium wrote:-you included your texture folder twice
oops. you got me there lol.

thanks
Delirium
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Re: !updated BETA - GTCTF4TE

Post by Delirium »

like so

textures/blah/blah
{
surfaceparm blah
nopicmip
{
map textures/blah/blah.tga
etc
}
}


yea sure :D


In UrbanTerror I go with a 1024x1024 .tga or 2048x2048 but im a quality freak when it comes to that.
I think 512x512 or 1024x1024 would be fine.
[url=http://gotdelirium.com/][img]http://www.gotdelirium.com/stuff/gdd.png[/img][/url]
skinNCNmaster
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Re: !updated BETA - GTCTF4TE

Post by skinNCNmaster »

apart from the levelshot what makes you say i have textures not power of 2?
Delirium
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Re: !updated BETA - GTCTF4TE

Post by Delirium »

Some textures like
beam4e
poolite2
all the e6trim* (48 is not a power of 2)
[url=http://gotdelirium.com/][img]http://www.gotdelirium.com/stuff/gdd.png[/img][/url]
skinNCNmaster
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Re: !updated BETA - GTCTF4TE

Post by skinNCNmaster »

WOW THOSE TRIMS CAME FROM EVILS SETS... lol odd they were wrong sized..

as for the two beams.. unused yet. funny you saw those. :D soon to a final version nea you.
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roughrider
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Re: !updated BETA - GTCTF4TE

Post by roughrider »

obsidian wrote:(Pssstt... Ummm.... that's the moderator controls, only Q3W staff see them. Also, that voice you hear... that's just in your head)

Normal members can delete messages by clicking on the edit button above their post. It may only work if it's the last post in the thread, I don't quite recall.
Doh! Haha, anyway.
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roughrider
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Re: !updated BETA - GTCTF4TE

Post by roughrider »

Skin, I pruned the posts you had marked for removal. If you run into anymore that you want removed, edit the post and click the "Delete this post" to get rid of it.
Team *A51* Q3 & QL
dONKEY
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Re: !updated BETA - GTCTF4TE

Post by dONKEY »

Hey.
Funny mixture this one. Some really great elements and some not so good finishing.
The texturing and textures are an interesting choice, not to my taste, but I guess that's by the by. My main concern actually (apart from some alignment issues I'll highlight later) is that many of the textures are low res or even REALLY low res. Many appear stretched and blurry.
I had a nose around in the pk3.
I never saw anyone add a readme folder before. Actually the thing that struck me was the aas size...6 mb! Your aas is bigger than the bsp.

Ok, more detail:

Shot 1:
Image
The model seems random and there simply to fill a hole

Shot 2:
Image
The reds in these textures are completely different. I appreciate the whole 'trippiness' of the level, but in many instances these textures don't seem to fit. Also note the wall paper on the left, I will return to that later.

Shot 3:
Image
I could have picked several areas for this. Texture alignment on the wood trim, and further abrupt texture transition. Obviously note the mapmedia.pk3 missing texture also.

Shot 4:
Image
More mapmedia mayhem.....

Shot 5:
Image
You can't really see it on my lvlshot, but the chains are z-fighting.

Shot 6:
Image
Ah, the wallpaper, all the blue side is upside down.

Shot 7:
Image
The brushes here either don't align, are off grid, are broken or have a caulk edge poking through.

Shot 8:
Image
These jump pads are odd. The texture alignment changes between pads, the one shown here is particularly poor.

Shot 9:
Image
The gothic texture just seems wrong to me.

Shot 10:
Image
Another fugly texture transition. The meeting red/blue might have actually matched at least.

Many of the observations are opinion, you might have already fixed some of the missing/mis-aligned texture issues. Anyway, very interesting map dude, gg so far.
skinNCNmaster
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Re: !updated BETA - GTCTF4TE

Post by skinNCNmaster »

REMOVE
Last edited by skinNCNmaster on Tue May 18, 2010 3:09 pm, edited 3 times in total.
skinNCNmaster
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Re: !updated BETA - GTCTF4TE

Post by skinNCNmaster »

REMOVE
Last edited by skinNCNmaster on Tue May 18, 2010 3:08 pm, edited 1 time in total.
obsidian
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Re: !updated BETA - GTCTF4TE

Post by obsidian »

qer directives have absolutely no effect on a shader outside of the editor. Changing it won't affect the appearance or function of the shader in game.
[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]
skinNCNmaster
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Re: !updated BETA - GTCTF4TE

Post by skinNCNmaster »

ok, thanks obsidian, im cleaning up. :D glad this was all found.
dONKEY
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Re: !updated BETA - GTCTF4TE

Post by dONKEY »

Been at work all day sorry, just walked in and it's 10pm here in Singapore...haven't been able to look.
skinNCNmaster
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Re: !updated BETA - GTCTF4TE

Post by skinNCNmaster »

remove
Last edited by skinNCNmaster on Tue May 18, 2010 3:11 pm, edited 1 time in total.
skinNCNmaster
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Re: nearly final - GTCTF4TE

Post by skinNCNmaster »

remove
Last edited by skinNCNmaster on Tue May 18, 2010 3:11 pm, edited 1 time in total.
Anthem
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Re: nearly final - GTCTF4TE

Post by Anthem »

skinNCNmaster wrote:question, can levelshots be added into scripts and nopicmipped?
Levelshots can be added into scripts. I'm not sure about nopicmipped, but they should work similarly to other textures. See: (dfwc2010-0, dfwc2010-1, dfwc2010-2, dfwc2010-3, dfwc2010-4, dfwc2010-5, amt-freestyle4). They use scripted levelshots.
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[url=http://mapping.maverickservers.com/]NoGhost Map Making Competition 2 (June 2010)[/url]
skinNCNmaster
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Re: nearly final - GTCTF4TE

Post by skinNCNmaster »

omg lol right so did i in pn03...

wow my memory
thanks anthem
skinNCNmaster
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Re: GTCTF4TE - Done and Released

Post by skinNCNmaster »

someone please check my pk3 on a fresh install for any missing or mispathed stuff?
AEon
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Re: GTCTF4TE - Done and Released

Post by AEon »

I hope you have your own clean install to test the maps? If not create one before asking other folks.
skinNCNmaster
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Re: GTCTF4TE - Done and Released

Post by skinNCNmaster »

NOT ENOUGH SPACE on my hard drive...

and yeah apologies for asking you to look at my new map.. dont, if its too much trouble.
cityy
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Re: GTCTF4TE - Done and Released

Post by cityy »

Looks like everything is working.. Glad you decided to lower the water :)
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monaster
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Re: nearly final - GTCTF4TE

Post by monaster »

Anthem wrote:Levelshots can be added into scripts.
As said, they can be altered with scripts but that can cause trouble too, so always check if your changes affect every other single levelshot, too. I once lightened up one and thus turned all completely overbright. :disgust: But otherwise, sure, no problem.

[EDIT: Syntax correction]
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