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Posted: Mon Oct 24, 2005 11:06 am
by MKJ
isnt the q4 player 64 units high instead of 52 ? :K

Posted: Mon Oct 24, 2005 11:07 am
by alright
o'dium wrote:
Eraser wrote:Looks very nice, but is it just me or is the scale slightly off?
Its just you. Scale is 1:1 from Quake 3 (I know because A) I have texture wit hgrids on them to help me and B) I have decompiled the original map JUST for scales).

It may look odd, it may be the view height difference, but its all 1:1. Trust.
Possibly using g_fov 90 in that screen rather than 110+. Could cause it to look strange to some people who are accustomed to a certain fov

Posted: Mon Oct 24, 2005 2:10 pm
by o'dium
[lvlshot]http://www.quake2evolved.com/odium/odq3dm6_1.jpg[/lvlshot]

Posted: Mon Oct 24, 2005 2:13 pm
by shiznit
Nice :icon14:

Posted: Mon Oct 24, 2005 2:13 pm
by MKJ
up the ambient a bit ?

Posted: Mon Oct 24, 2005 2:20 pm
by o'dium
No, the ambients bright enough as it is. Any more and it starts to wash out.

Posted: Mon Oct 24, 2005 2:22 pm
by MKJ
looks pretty dark to me
i can hear drum complaining already

Posted: Mon Oct 24, 2005 2:24 pm
by DRuM
Wtf, thats a bit dark. I'll need the flashlight for this one! ( j/k)

Posted: Mon Oct 24, 2005 2:32 pm
by Oeloe
o'dium wrote:[lvlshot]
Looks great. So that means the changes you're making are getting saved after all? :)

Posted: Mon Oct 24, 2005 2:36 pm
by o'dium
Only brush work. Its having trouble saving model positions for some reason, which means things like items that i was working on this morning (To place them at the right height) wasn't saving at all.

Posted: Mon Oct 24, 2005 2:45 pm
by R00k
It looks great odium, please keep at it. How nice would it be to give the community the first good dm6 map for q4? :)

Posted: Mon Oct 24, 2005 6:33 pm
by o'dium
R00k wrote:It looks great odium, please keep at it. How nice would it be to give the community the first good dm6 map for q4? :)
Heh, well, I dunno about that :paranoid:

Posted: Mon Oct 24, 2005 7:00 pm
by Denz
Don't delete anyting odium. Wait till the folks over at radiant creates a Q4 client.
Maybe you can import what you already have done.

Posted: Mon Oct 24, 2005 7:17 pm
by o'dium
I can still do it, i know how to get aound it. If i save the map as a new filename every time i save, then it writes all the correct data to the file... Stupid thing...

Posted: Mon Oct 24, 2005 7:20 pm
by axbaby
clamp to plane points/grid problem?

Posted: Mon Oct 24, 2005 7:30 pm
by Bdw3
MKJ wrote:looks pretty dark to me
i can hear drum complaining already
When was the last time you saw Q3DM6 with Q3's default brightness level? :p

Posted: Mon Oct 24, 2005 11:44 pm
by xchaser
hey check this map out maybe u can email the guy for help : http://www.jabb0r.net/bliptourney1/ its for q4

Posted: Tue Oct 25, 2005 12:22 am
by Doomcore
This looks very nice.... :D

Posted: Tue Oct 25, 2005 12:45 am
by crapfest
Yes, looks very nice. However, I would agree with the others that it looks a bit dark. I think you can increase the brightness without making it look washed out by making it a bit more brown (like in Over the Edge).

I'll download it either way, but I think since quake4's skins are already really dark, it's up to the map makers to help alleviate this problem until a brightskin mod is out.

Posted: Tue Oct 25, 2005 10:48 am
by o'dium
HAHAHAHA FUCK YOU ALL, I DID THE BRIDGE TO RAIL JUMP :olo:

Posted: Tue Oct 25, 2005 11:13 am
by MKJ
Bdw3 wrote:
MKJ wrote:looks pretty dark to me
i can hear drum complaining already
When was the last time you saw Q3DM6 with Q3's default brightness level? :p
q3 has brighter models than q4 :p

Posted: Tue Oct 25, 2005 11:25 am
by o'dium
Forget the brightness for now. Once you get the chance to "play" it, and see what it looks nice in-game while running around, then you may think differently. Its always different looking at a pic in a window in your office, compared to playing the game in your usual conditions.

An another note, I'm clipping a few places. There was a few areas (such as the lava doorways) that were fucking impossible to hit with impact weapons, so i've gone around and weapon clipped them. Its easier to hit them now. Same wit hthe megahealth lava pool.

I've also done something that the stock Quake 4 maps failed to do, and thats slant clip stairs. Not only does slant clipping improve visuals (By visuals, i mean your view doesn't jump up up up up when you walk up steps) but it also alows you to slope jump off them. A horrid "feature" of Q4 means you cant strafe jump around the map, land on steps, and carry on jumping. Landing on steps stops you. Here, it doesn't, you can just trick jump all around the level.

So far, tricks wise, its great. Spot on in fact, although it would be, lol. I've been tricking, Rjumping, plasma climbing (Which is piss easy to do in Q4) with ease, and also clipping off stupid retarded areas that player would get caught on when he really doesn't want to.

Its coming along nicely. I gotta work on a few textures, polish and finish the other side of the level etc, but its nearly done.

Posted: Tue Oct 25, 2005 11:32 am
by Foo
Closed test on Denz's server sometime soon then? :)

Posted: Tue Oct 25, 2005 11:44 am
by MKJ
gj on the slantclipping, its a bitch inthe q4 stockmaps

Posted: Tue Oct 25, 2005 11:52 am
by o'dium
MKJ wrote:gj on the slantclipping, its a bitch inthe q4 stockmaps
Aye. Was in a game on the edgethe other day and i got up so much speed, i was legging it from one side to the other and the guy didn't even know where i was... Then i hit some steps and just stopped dead, and next thing i know, bam, railgun...

Not blaiming it all on the steps, i knew it would happen, just didn't think at the time...

Its a shame... They can fix them, but would need to release the maps again.