View Full Version : a small insignificant competition:)
Variable
2002-10-11, 17:01
I was just messing around a bit in rad and rememberd the first "boxroom" tutorial everyone seems to have started with..
so i made a box 256 x 256 x 256 and chucked a couple of lights and rotateing stuff in.. was kinda fun for ten minnits, anyway, I suggest a small compettion where we make the best most extravagent "two room and a corridoor map" we can!! only the rooms must be 256 X 256 X 256..
if you think this is a bit small then meby 512 X 512 X 512 would be more apropriate.
the winner gets a thumbsup
:cool: and a little bit more respect.. we can have a poll to decide whoes is best.
I been playing around a bit like i said and i found it real hard to make such a small room interesting:)
i recon most of you guys could knock something that size together in under an hour
;)
eyeronik
2002-10-11, 21:50
its an interesting idea, but getting people to listen or see it anit easy :) ill post on news later on "box room contest" or summit and direct them here, better than nothing :)
Lets get the ball a rolling then.
256 x 256, took about 3 hours to make.
http://homepage.ntlworld.com/tina.smith8/room2.jpg
http://homepage.ntlworld.com/tina.smith8/room1.jpg
Dt
eyeronik
2002-10-12, 15:21
ohhh arches within arches, tough to do, on my current map i had to do them in brushes in the end rather than patches.
Your winning so far :P
:)
I'v not done much work with arches, still working it out.
I have found that some sizies and shapes work and others dont.
I have made my room a little bigger, 256 x.. is to small, not enough room to swing a hobbit.
room 1 (http://homepage.ntlworld.com/tina.smith8/newroom1.jpg)
room 2 (http://homepage.ntlworld.com/tina.smith8/newroom2.jpg)
Come on folks, normal you only get to show off your work when you release a map, once or twice a year.
Iv only been mapping for six months, so some of you should be able to do alot better than this.
:p
Dt
all the arches and vaulting is done with simple patch mesh 3x3
WeblionX
2002-10-13, 01:58
Well, I'll try to add some eye candy to a small room. Heh, I always add extra interactive stuff for no reason what so ever.
Hrm... Well, I only have geocities, so:
http://www.geocities.com/weblionx/shot0131.jpg
http://www.geocities.com/weblionx/shot0132.jpg
Please note that there is more, it's just in poor lighting.
Variable
2002-10-13, 15:46
Just a quick note to say Dt has started a mini contest to make a small room map (more specific details in topic)
hmm lol.. coulda sworn i started the thread ;)
WeblionX
2002-10-13, 16:56
Heh, well, mistakes happen. Just see my room.
Edit: Apparently, my map will be delayed, thanks to GTKR crashing whenever I do something with patches. I'll be off looking for some new video drivers. Ciao.
eyeronik
2002-10-13, 19:16
Originally posted by Variable
hmm lol.. coulda sworn i started the thread ;)
oopsy :) changed it
Weblion, I cant your links to work?
WeblionX
2002-10-14, 16:10
You have to copy and paste them into the address bar. If I get the time, I may create an actual page for my RTCW stuff. It'd be a lot easier.
Edit:
http://www.geocities.com/weblionx/RTCW/index.html
A quick webpage I put together for RTCW.
WeblionX
2002-10-15, 22:07
Page has been updated and GTKRadiant is "Working" for now...
WeblionX just had a look at your screenshots and do use ambient lighting in the map world spawn?
WeblionX
2002-10-16, 01:57
Yes, I had a value of about 5. Anymore and it'd be too much for such a small room. I'm redoing the lighting so it doesn't look too bad.
grizzlybear
2002-10-16, 17:29
ermm.......
brain gone dead..........
got a flooding room so far makes me think of them lock's of urs dt
did u ever get them to open (was that even ur post ?)
fancy puttin a boat in that canal :)
(send me the map an ill put rosey an jim in :) )
(with the team/tank script it would make a good 2nd objective ;))
Good Day All
Webloin, I would go a little higher, some of the shadows are still a little dark, in my room the lights set for 8 with a bright pink color.
Grizzlybear, no that post was not mine, to get the doors to open shouldn't be a problem, in an inclosed area you can even make the water go up or down ( in real tearms you make the room go up and down in to the water;))
Dont talk to me about rose n jim, nowadays you cant go any where on the canals without seeing rosy n jim dolls, its an invasion, there taking over, no one is safe!
mmm, I got a narrow boat here some where...
Dt
grizzlybear
2002-10-16, 20:25
( in real tearms you make the room go up and down in to the water)
y not just make the water into a script_mover
encase ur lower path corner in caulk and it can the move in and out into the void
a few accums for the waterlevel an the gates an bob's ur uncle
Why not? Because the water properties dont move, only the textures. There pramiters are fixed and cant be moved.
O my god! is no place safe (http://homepage.ntlworld.com/tina.smith8/ronji.jpg) ?
WeblionX
2002-10-17, 19:58
I'm obviously lost. Anyway, I still have a lot to work on in the map. Especially to get the tape player's stop/start button to start turning it off.
Originally posted by WeblionX
I'm obviously lost. Anyway, I still have a lot to work on in the map. Especially to get the tape player's stop/start button to start turning it off.
see here, it may help.
http://www.wolfensteinx.com/surface/forums/showthread.php?s=&threadid=44
WeblionX
2002-10-17, 21:17
What I need is the func_rotate to stop and still be able to start rotating again. I'm guessing that a func_rotate can't be stopped and started again.
WeblionX
2002-10-17, 21:26
@!$#%. Hmm... I know! I'll make the button short out! Heh... And I'll do it all without scripting! That'll be alot of relays... And now, off to upload a sshot.
grizzlybear
2002-10-18, 12:42
use func_door_rotate on the x/y axis
then it will only rotate to a given possition 180 deg
Why not? Because the water properties dont move, only the textures. There pramiters are fixed and cant be moved.
O my god! is no place safe ?
lol burn em hehehe
dont understand the peramiters ??? i got a room to flood so u can swim to the top
the water overlaps the room brushes(to avoid fuzzy edges) and sits below in the void till the wheel is turned triggering the script to tell it to rise
the brush shape dont change (just worked out what u meant by perameters)(i think)
did u know u can breath thru ur feet ;)
the bottom is level with the floor when raised giving fuzzyness(in the bsp not sure where the .map is upto)
make the brush size bigger to not see the bottom or smaller to breath thru ur feet :D
flood (http://hometown.aol.co.uk/fluffybug55/2_room.zip) http://hometown.aol.co.uk/fluffybug55/tank_plane01.jpg http://hometown.aol.co.uk/fluffybug55/tank_plane02.jpg
ok they sorta slipped outta the room size allowed :p
Make the water brush to fit the room, on any face you dont want drawen use textures/theodor/dtwater and shader (no draw water shader). This will remove the z-fighting.
I like the bubble curser effect.
You cant swim untill the room is full, the water pramiter sort of goes and then comes back, if you move the room you should float on the surface.
Dt
grizzlybear
2002-10-18, 19:06
aharrrrr i get ya :)
the bubble hint is just
key cursorhint
value hint_water
theres a full list in the func_invisable_user (i think)
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