View Full Version : Eyeronik,detoeni,ominx,oil...read
Its ready.
I need you guys to give me some feedback on my map.
I can fool around with it forever, my lighting sux.
Im just doing the player clips now, and will do a final compile tonight, when I sleep.
Hows this for a final compile command.
bsp,meta,vis,light,filter,patchshadows,super-2,thresh.2,bounce 2.
lightmapscale .2
??
eyeronik
2003-01-28, 16:33
Well personally all my lights in the map have fade.2 or summit in. Also every light has a corona and i use small values. My final compile, is what i run all the time, its just a:
-bsp -meta -vis -light -fast -super 2 -filter
Yours seems fine yeh should look good? One thing that annoys me is the brightness setting in rtcw, changes the entire look of the map and how do we know what setting most people use????? at least with halflife you know everyone had gamma, light on max, i think mines slightly above default level in rtcw, oh well.
Also I see your not doign a light - fast, i was told, cant remember who to do this for final too, which i found odd, but it looks the same, but the main part is my map now only takes about 10 minutes to full compile before it took about 2 hours, so perhaps you might want to try that.
sorry I forgot the -fast. I always use that too.
So do u want to look it over ??
Im going to use pakscape to pack it in a pk3.
Never used that b4.
I hope it works.
Whats ur email?
Droping the fast is only worth while if your map has very low light levels. Exsaple would be a dark stormy sky or night sky where there is very little light reaching the "texture" surfaces of the map.
_light map scale of .2 is for the terrain? yar?
2. for the rest of the map.
Dt
If you would like me to have a nose sent it to:
detoeni@lineone.net
eyeronik
2003-01-28, 18:23
Are you releasing it as beta form or like a final? or do you want someone to check for mistakes? Ill put the map on surface ftp if you want, just send it to me or gimme link.
Just click contact us at bottom of page for my email :) some people dont seem to realise thats mine, sheesh! :)
ok Right on !!
I already know of one mistake, in one of my skies.
But anywho,
Im going to pack it up and send it to you guys, one problem might be, my email has a cap of 6 megs.
I might not be able to email it, I can direct transfer to someone with icq or whatever.
Let me try to send it.
I'll let u know.
Doh !!
I forgot so many things!!
Sounds and locators etc.
Im a little too eager to finish.
Tomorrow for sure.
eyeronik
2003-01-28, 19:11
I just remembered, yeh email wont be big enough, i thought it was 1.5mb for mine and thats bugger all, cant you get a free webspace thing and upload it to that?
=HS=Chrono
2003-01-28, 21:00
i would like to test it as well!! Im not toofar into mapping yet to notice huge mistakes, but i might be able to hel you fin you misaligned walls r something like tha. I just wanna test it man!!
my free website doesnt allow for zip files or pk3.
Chrono...u can test it out when its beta ready.
Right now I want some advice on lighting and some touch-ups.
I have no mis-aligned textures or huge mistakes.
Not that I know of.
:D
eyeronik
2003-01-28, 22:18
well i cant get it any other way if its 15mb etc, surely theres some free website that allows zip files, these free websites are complete rubbish, they dont allow zips, they dont allow bloody images being linked i dont know why they bother!!!!!!! there complete bastards.
=HS=Chrono
2003-01-28, 22:39
what do you mean by lighting?? do you mean your sky or the actual lights themselves? i have always thought my self to be good at placing light and things like that. It always look good to me anywho :P
If the file is less than 9Mb I might be able to squezz it on to my site short term,
Once you got a proper beta or final theres infosprite who will give your map a home, also I read somewhere that RTCWfiles are willing to give mappers there own bit of space to put maps and files on.
http://www.infosprite.com/index.php
I have a website to post on...
www.atacclan.com
Thats my clan.
But I only want to put up a beta or final.
I want you guys to check it out for some tips and feedback.
Its not exactly finished.
eyeronik
2003-01-29, 01:36
Yes but you can upload it to that server and just give us the link!!!
You dont need to create a page or tell other people the address of the link. Its just the same as sending us an email, its just the file is on a server for us to download via a link. You do not need to create a webpage for it, just the link.
Say if i put a map on our site, say www.wolfensteinx.com/files/mymaps/ and the file was called mp_boombank.zip then all i would need to do is send you www.wolfensteinx.com/files/mymaps/mp_boombank.zip link like that in an email or whatever and then i could download it. Theres no way anyones gonna find it, you could even put it in long named folders if you like, like www.wolfensteinx.com/files/mymaps/3545jndfjdnfd_fdfd/mp_boombank.zip do you see?
This will seem extremely patronising if you are already knowledgable in website stuff, i dont think you said you are, im assuming your not at all, so hopefully its not patronising, if it is, whoops sorry :) also if i got what you said wrong, again sorry :)
Also once i have the map file i can place it on our surface ftp and it can be any size and be there permently etc.
LOL...
U make me laugh man :D
Its not actually my website, I have no ownership.
And if I put it on there, the boys will surely want to download and start playing it.
They did it to uss.atac .
I didnt want them to, but they are a restless bunch.
I just want you guys to check it out and give me some help before anyone else. They dont understand the art behind mapping. Its a game to them, but to me its alot of hard work, that has to be as good as I can make it.
I hate the email cap shit.
I'll think of something, let u know.
Thanks brother.:)
eyeronik
2003-01-29, 01:55
oh lol!! :) sorry!
can u send it to me now via icq? im on 56k though :P
159555776
Also anyone wanting to add me to icq can do, dunno why i didnt have it on before sorry
Yahoo !!!
Danke !!
Danke !!
Im just doing up some touch-ups ( sounds)
And I'll be sending it to you tomorrow.
I have the week off from work so I have the time to get it done.
Surface Rules !!!
:) :) :)
eyeronik
2003-01-29, 02:10
okies i look forward to that, i should be on icq all dayish tommorow :)
oh i forgot, so then i can upload to surface ftp, secret location! and then ill tell you it, then u can give it to those you trust to not leak it out, ie deteoni, omnix etc to test it :)
You the best Eye !!!
All you guys are going on the credits for this one.
Couldnt have done it without Surface and the gang !!
Danke.:)
MuffinMan
2003-01-29, 15:37
if zip's are not accepted then just change the filename to .bla or something and it wont recognize...
that wont work.
It automatically only accepts certain files.
It wont recognise .bla.
Blahh!!!!!!
:D
Im running a little behind in my schedule.
I had a few errands to run this morning.
Be sending the alpha copy soon to eyeronik.
I had to change some objectives around, etc.
This never ends.
Thank God.
:D
eyeronik
2003-01-30, 03:47
well ok whenever your ready, as far as i go though i may be moving house soon and i wont be able to go on the net for, hmm well i dont know how long, maybe moving house on friday, i doubt it though, maybe saturday or sunday, its such a mess on, who knows it could be ages :(
Oh no !!! A deadline !!!!!
:D
Thats ok man, you do what u have to do.
No worries.
Im going to try to make this as best as possible before u guys rip it apart ! :p
eyeronik
2003-01-30, 18:21
looks like its now next friday we moving, so that will prolly be put back too, so u have ages :P
hey, i can fool with this thing the rest of my life !!!
Im going to try to send it to u via email.
its 4.8 megs in a pk3.
So it should work.
I used pakscape, so I hope it works.
Sending.......
hey, i tried getting ur email..it gives up some passport login crap.
Whats that?
What ur email...
eyeronik@surface.com ?
eyeronik
2003-01-30, 20:41
no its eyeronik@wolfensteinx.com, its on this forum below on contact us, just click that :P
oh i forgot to say, put a secret room i nthe map, im going to with mine. Im just going to make it a hard place to get to, then a teleport thing (if u can) into a room with credits etc. I think ill put in readme it has a secret room otherwise people will never even try to look etc.
i did .
I have to put in a password and crap.
Anywho, im sending.
I just tested the pk3.
Works fine.
Pakscape is a good tool, really easy.
The file is called bg7.
Be kind.
Its on a bsp,meta,light,fast,super 2,filter compile.
eyeronik
2003-01-30, 20:55
if it dont work try sauron2002@barrysworld.com
damn email cap.
Cant send.
We have to do it directly via icq.
But i have to down load it first.
Sigh.
brb
eyeronik
2003-01-30, 20:57
lol :)
u can use irc too dunno if u have that
ok i got icq.
#191033010
We can connect soon will be great, I have to eat in 5 minutes.
Anytime will be cool with me.
:)
how the hell do i search for u on this thing!!!????
eyeronik
2003-01-30, 21:11
just send away :)
eyeronik
2003-01-30, 23:04
Well i just checked it oot and its very nice, i didnt realise it was a 2 fort style map and for 5 mins and i was running about like a fool wondering where the doors were to blow up :) lol
Anywho the layout seemed good and should work well, although im not sure if winning that flag if its a draw will be fair but i guess theres nothing else you can do and people should be winning anyway surely! :)
Ok so the things i would improve/change:
The white texture on the walls and the green floor one at allies start, its giving a green tint in the lighting and it doesnt look too good i dont think. If you want to use the wall brick it would look better if it was scaled smaller, but ive never liked those textures myself, the white and green floor ones :)
Overall light can be a touch dark in some bits so maybe a higher ambient level would improve that, just up it by 1 or 2.
The red/pink cliff texture, not sure about that, it grows on you but hmm i dunno :) one thing though its all streched and funny on one side it needs enlarging unless you cant get it right but it would look better if it wasnt streched out.
Some sniper spots in the castle? looking out front perhaps.
Under the bridge area in the rock maybe some crystals in the rock would look nice, green or blue or something, dunno if there is a map model of one, maybe on bubbas website but i could swear i seen one that would look great someplace.
There was a mistake under the allies door, u could see through it, caulked face on very bottom. Also on the bridge for allies i think maybe, not sure, but if one guy stood on another guys head they be able to get into the castle of the allies. Just move the bridge slightly further away perhaps or maybe a clip brush on one side slighty
On some lights in the axis spawn part near some stairs the coronas were slightly out, be better half into the light almost, plus i think 1 corona per light would be cool.
Maybe in the main areas of the two team,( the open parts with terrain) some trees along the top would look nice, dunno though might not go with the texture. Just sort of peeping out over the top.
Cant think of much else, the lights at allies start the wood bit behind them i thought that was a tad thick, prolly look better with thinner wood, also maybe something in the gold rooms more interesting, ermmmm, not sure what :)
So anywhoooo well done for all that hard work :) those are just my small ideas there. As that guy said in bladerunner "Youve done a mans job" course im not implying that your a replicant though :)
(on a side note finding out he was a replicant, deckard, or whatever his name was, isnt nice!! but im telling u all now!!! he was!! its official!!)
Anyway good stuff, well done:)
thanks brother !!
Thats exactly what I needed.
ok...
The green brick texture, its actually white but with yellow lighting = green.
I kinda like it, but maybe I can experiment.
I want lots of colour, not the grey blah regular rtcw maps.
I'll do the smaller scale textures.
LOL the terrain texture, sorry, but I love it.!!
Its so funky !! lol
I know its not the regular looking dirt but, it adds to the colour schemes.
The scaling, I tried reducing and enlarging it, it looked like crap.
But I will experiment some more.
The sniper postions, impossible, the castles are all eye candy, with a structural wall up the middle to provide vis-block. I cant really put a sniper anywhere since my sky roof is very low,again for vis block.
Ambient light...lol...i scaled it down 2 right before my last compile.
I'll bump it up.
Trees, I hate the rspeeds that comes with trees, but maybe I can try one or two, like u said, up top on the hills, where they are slightly out of view.
Crystals !! great idea !! nice colourful crystals, with coloured coronas to give out a nice shine.
I'll look into that.
Coronas placement, I'll fix.
About the flag deciding winner. Thats a last resort and a must.
The round wont end without a winner, so its needed.
Besides like u said, there will surely always be a winner, its not a hard or difficult map.
Thanks Eyeronik, Im going back to the lab to make changes.
Danke.
:)
eyeronik
2003-01-31, 01:14
Yeah the pinky cliffs grew on me somewhat :) my taste though in maps is i like realistic ones more etc, like towns etc, boring old me you see and im not used to seeing pink, lol, but they grew on me a lot, perhaps enlarging the texture (manually in photo editor) would stop the stretching or something i dont know, its only one maybe one face anyway so i think you can get away with it if its impos to fix it.
Oh and i meant green floor not brick, thats just my personal thing though i just dont like that texture :)
Anywho if you want me to put another test version up for the guys to test just ask and of course you can send me the version you want to release to the general public and i can put that on our ftp. Also can do news post etc. Its a shame we couldnt get all of us in a server to test play it on, although maybe someone could host summit, anywho catch ya later
http://www.wolfensteinx.com/surface/images/news/mansjob.jpg
LOL...
The pink stuff grows on u..
more like u grow in the pink stuff !!
Nevermind:D
Well I've already made changes u suggested.
Lets face it man, you can change and rearrange a map forever.
I was even thinking about making a epic map and attaching a small town to it.
Maybe battlegrounds 2.
Naw.
If the other guys want a viewing, let them have it.
Im interested in what they have to say too.
Half this map belongs to all you guys too, couldnt have done it with all of you.
:)
Do androids dream of electric sheep? (Philip K Dick)Good book that, damn sight easier to understand that the film.:)
Anyway, how do I get me hands on this map then?
eyeronik
2003-01-31, 03:44
i have it uploaded, or rather i will in a moment, should i post the link though tonka or send it to him via private message? cos you said you dont want to release this version? hmm ill send it via private message for now since noones here.
Sure send it to him.
This one is just for private viewing, its not finished yet for a beta or nothing like that.
Just want some opinions and suggestions from you all.
Already from eye's thoughts, the maps looking better.
So, if you guys can contribute, all the better for my map.
You guys helped me make it.
You should see it.
:)
First impression, too dark and from the screenshots Iv seen, I was expecting some thing a little larger, Your terrain grid is tiny. Nice map though. The layout started to grow on me once I knew where I was going, thought it was a bit cramped at first.
For someone who I thought liked to keep game speeds as high as possible, the bit of patchwork above the entrance to the mines is crazy, theses more tris there than in the rest of the room. :)
This shadow looked a little odd, may be a wall light to change the way the areas lit.
http://homepage.ntlworld.com/tina.smith8/tonka3.jpg
Some where above this point the sky can see caulk, which is why the odd light here.
http://homepage.ntlworld.com/tina.smith8/tonka4.jpg
Talking of lights I think these look so much better when you don't use a broken MD3. There are also some chandlers that are also non working (cant fix them :( )
http://homepage.ntlworld.com/tina.smith8/tonka1.jpg
Set as props_decration>model2=models/mapobjects/light/sconce3.mdc
You will also need to open the pk3s for the textures (sconce & sconce2) and the mdc. Keep the path to it as above and add it to your pk3.
Other than that theirs a few misaligned textures on doorframes and the wooden arches where they have been beveled cut.
Good job,you just got to sort out the lighting its very patchy in places.
Dt
Been having a look at the way the vis works in your map, you said above that the buildings in the middel of the big rooms are blocking vis. I noticed that when by the doors that a lot of the other side of the room was been drawn, while some bits were removed.
I had a good look around and there is a textured surface that runs behind/through your vis blocking structure so it can be seen by the leafs on both sides of the building.
Found the same thing at the other end of the map as well, in the same place.
http://homepage.ntlworld.com/tina.smith8/tonka5.jpg
Dt
Wow..thanks deteoni !!
Hey , i noticed it looks sooo bright in your screeenshots.
Do u keep ur gamma way up like that?
About the patch work above the enterance. I know it makes tris way up, but I had a brush there originally, but couldnt get it to look right.
Will try harder with a brush.
About the vis. I had hints seperating even more leafs, but if u look in showtris, it doesnt do much, since there isnt very much brush work on one side of the castle.
I've must have missed textured structural brush.
Will look into it.
Way to dark?, I think my monitor is very bright, some of the screenies in my website had have complaints about being too dark but they are fine for me. Will brighten the map up a bit.
Thanks.
Fixed the textured wall. Thanks.
I made a few changes last night as well. Fixed alot of problems I didnt see before.
U think the r-speeds are too high on this map?
And dont shadows look patchy in some places in the real world?? lol
I would like to keep as much shadow as possible since it is a moonlit map and it servers a good contrast to colour.But i agree my lighting needs work.
About the grid size being small. What do u mean?
And the sconce.I have to import them into my models folder along with the textures?
Thanks deteoni.
:)
I had to turn up the gamma to find me way out of the allied spawn. I normaly run at the default brightness for my monitor and game when testing maps.
Patchy shadows: where you have lights they tend to be spaced a little to far apart for the light to cover the area. Better way to look at it would be to say the light from the lights is not traverling far enought. Its night so the lights should have more effect, bigger splash??? (not good wording, if it makes no sence yell at me :p)
Yes, mdc to go to my models folder, probly best to but it in a custom directory, so there wont be any danger confict.
Grid: Most of the orginal wolf maps have a grid of sqares 192 units x 192 units (each sqare= two trangels), I use 128 x 128 my self, yours are tiny there got to be only 64 to 96 in size.
Game speeds are very good, so you can still add more detail with out much worry.
One thing is there are very few curved serfaces, every thing is very square. If you use the phong shading on simple "curved" brush work, say a clinder with 12 to 16 sides, it will be light as if smooth. This means you can add curved surfaces with out the bucket load of tris that you would normaly get.
ok....many thanks
Maybe I will turn up the lights a notch and take a look, mostly in the bridge area.I bumped up ambient light so its all a little lighter.
Gridsize, u mean in the worldspawn, put in gridsize.
I dont fully understand what you are saying.
Will the sconce work if I put it in a directory named ' stuff '.
I dont see why not.
The allied spawn is well lit. That puzzles me. It actually has more light than others. I kept that room dark so the sky light would be seen on the floor.
Back to the lab.
:)
Ive put back my old hints.
Practically nothing gets drawn from one side to another.
Hey eyeronik, I was fooling with my terrain after what u said.
I made the textures 256 x 256 with out pink (actually it red and orange but blurred into pink by lightmap).
I still get the same look, without the colour.
Im going to keep trying.
http://homepage.ntlworld.com/tina.smith8/tonka6.jpg
terrain grid size, while going for a small size does give you a more detailed and smooth terrain it can add alot of extra tris.
Or you could make the terrain by hand and use diffrent size brush depending on where the detail is needed or not.
eyeronik
2003-02-01, 01:05
Maybe one thing you could enlarge which i forgot to mention before is the rooms with the gold as if people want to camp in there, there's not much space. But anyway dont go messing about with everything forever, im sure you have worked a long long long time on it and nothings perfect. As for the terrain im not sure what you can do apart from changing the terrain itself to smaller sized triangles or just alter the specific part thats getting streched, but thats no easy task, but i guess its not the texture causing the problem of stretching have u tried another wolf one like some grass just to see if it does the same error. Did you make it in easygen btw?, oh someones done some pics above :)
Danke guys.
Yes eye, i did the terrain in easygen.
I hate campers!!! Let them go outside and get shot !!
:)
Detoeni, how do I change it? the grid size I mean. I think its too late for that no?
Set as props_decration>model2=models/mapobjects/light/sconce3.mdc
You will also need to open the pk3s for the textures (sconce & sconce2) and the mdc. Keep the path to it as above and add it to your pk3.
I cant find the textures for the sconce.
Wont I get a conflict if I set up the same directories for the path?
The mdc will look for the textures in that directory, I forgot this, so the textures has to be there. all the bits are in pak0\models\map...
As for a conflict, may be, mmm. let me go try something.
so long as the textures are in the same folder as the mdc, models/mapobjects/bg7/light/ for exsample it should work with out worry of conflicy:)
Wouldnt change the grid size now, but its something to bear in mind next time you work with terrain.
u are the master.
so let me get this straight.
I have to import the mdc put it in models/mapobjects/bg7/light/
and then import the textures and put them in the same directory?
Danke.
:)
it didnt work for me.
I made a new directory, dropped the mdc and the textures in there but it doesnt show.
I must have done something wrong.
I'll keep trying.
odd, that where I got them.
I threw all the sconce.md3 and mdc
the chandeliers too.
nothing.
Does it work when the path is kept as normal?
Also the mdc has no light coming off it like the others, so it needs to be "lit".
Other than that Im at a loss as to why it dont work.
Just to check all you can see is the red/green/blue line.
Nothing works.
No luck.
:(
EWG_ECLIPSED
2003-02-02, 00:02
Can i try it out? If you want i can post the map online. (when your ready)
its not ready yet man, I dont think it will ever be.
eyeronik
2003-02-02, 04:40
lol :)
hey Eye,
Did u think it is too small?
Not enough?
I sent a friend a link to my map you set up( thanks :) ), the guys had nothing but complaints.
He said it looked nice, but it lacked.
Im starting to rethink the layout.
What do you think?
Really.
EWG_ECLIPSED
2003-02-03, 00:20
Well if you need a worthless opinion... I will help :)
thanks man...
when the beta is ready in approx. 2005 I hope we are still around to test.
:) :D ;)
eyeronik
2003-02-03, 01:46
hmmm, well i still think its a good layout and looks fine, but if ill go further into my views since you asked.......
Maybe the maps you make are a bit to corridor like, ala Quake 3, but i thought thats how you like to make them? This probably doesnt impress people when they play it as one of the selling points of rtcw i think was that the maps looked impressive outside in the open areas. I cant think of a similar official map that is corridor style or compact. Im not saying this style of map wont work or wont be good, but i think people are probably less impressed.
One point i heard you saying before was i think "ill keep it below 4000 rspeeds, good fps, people like that etc" when the reality is quite surprisingly different, if it looks excellent people will accept the extra lag. But much more importantly, in my opinion its impossible to make a rtcw map and keep the rspeeds an average of 4000 ish UNLESS its a corridor, narrow style one. It just cant be done, my current map is more like 6000 average prolly and 8000 in high areas, and i have one area thats 9100, but its not as detailed as i liked. This should be acceptable though, i would prefer it lower but i couldnt make a better layout, it is fully hint brushed. Couple this with official rspeeds of 15,000 on beach and 8000 on a lot of others, most having an average of 6000+ i think its ok (yes the official maps are not well made and do have a lot of errors) But personally i would never go to 20,000, i did on one map which was 75% done i had to restart the map entirely. Its too much i think, take medal of honor, on the bridge map it goes to 30,000 at one end all along it, plus its 20,000 just average in pretty much most of that map. Its too much but people dont seem to not play it, its one of the best maps.
The same goes for marketgarden, its actually rubbish vis wise, its probably not even caulk hulled, but this map has 2 servers playing it 24/7 and its always got a lot of people in, it says a lot to me. You can build a perfect rspeed map that looks good, but build something amazing that just about runs and people will love it. (generally, in a nutshell sort of thing)
Getting back to your map, i dont know what complaints your having about it, and i dont know what people are thinking going into the map, which is maybe more important than you think, it might be better if it was clear thats its a 2fort style, close encounters map, then theres no misconceptions before playing. Eye candy wise ill be harsh, nothing much impressed me. But im a hard man to impress, the bridge area is the best looking thing in the map, the church parts to me dont look impressive perhaps if they were twice the size high or some big towers on them i dont know.
But anyway i still think you have done a good job, but its up to you where you want to take it. If you want to move it on a level then youre going to have to imo put a lot more detail on, thin out some of the brushes and take the lighting up to the next level, as well as improve the eye candy in general, no more streching textures and make the churches more impressive as well as make some of the corridiors larger. The problem is do you want to spend more time doing it or not. I dont know your frame of mind, but youve worked long and hard on the map and done a good job, you can release it like that or you can bring it up to the next level, tis up to you.
I hope you havent taken offence to anything i said, i still think what i said before this is just more onto the next level or something :)
That was good.
Danke.
:)
Ive worked on it alot this weekend.Its got more to it now.Im thinking of putting in a small town where the bridge is, or something.Making it wider would be ideal I think.
Yea im taking it up a notch or 2. LOL
Im not rushing this like i did the crap uss. I just really wanted to see if I could put one out.I did.
So Im in no hurry.
Shit man, I really dont care if this gets released or not.
I have fun doing it.
Y would I want the fun to end!:D
To start a new one which I know is always around the corner.
LOL
Like we said in a later post, mapping isnt done for anyone else but yourself.
If Im doing what I love doing, aint no rush to stop the luv!!
Hey thats a song isnt it?
:D
Back to the lab....:)
eyeronik
2003-02-09, 09:59
can i just add i have the same problem with the sconce, using same one and how is it going to work with no shader? surely you have to use one, also thats an mdc, other models are md3 files, hmmmmmmm
Mdc works a little diffrent md3, it does have shaders for the two textures it uses, its the textures that ant placed right on the md3's which is why they dont work. It works like the player model in that so long as the texture is in the same folder it will work.
If you moved the models shader out of the scripts then you would have a problem when the mdc looks for it shaders in that dirctory.
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