<!--QuoteBegin--amckern+Oct 13 2003, 12:08 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (amckern @ Oct 13 2003, 12:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> looks like we can't view them
out of band width mate
amckern <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I know. Damn Angelfire to hell. NS World upload doesn't work for me. *runs to find Chrome*
<!--QuoteBegin--TheGuy+Oct 13 2003, 12:58 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TheGuy @ Oct 13 2003, 12:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Combat maps do not contain Res nodes.
Looking good. Especially the first hall shot and the cargo one. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Thanks, oh and I'm adding non-functional nodes to this map for asthetic(sp?) appeal.
looks fine except some of those textures are unevenly stretched. 'Align to face' could be useful on some of those walls that are not parallell to any of the axis in the map editor.
BTW, test gl_texturemode gl_linear_mipmap_linear, it makes texture filtering much nicer at a distance without sacrificing hardly any performance(most people are CPU limited, and if that's the case it is even free).
I had to read your topic twice till I noticed it IS mapping related and not 'Sadam lives' <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> Eh ok, the map is unique and looks good. But till we know how an alien vs marines deathmatch plays we'll never be sure what makes a good co_ map. That said it looks like it is well playable. I don't know about dark spots though. Maybe both teams will try to stay out of them because fighting in the darkness is much more exausting than a 2 hours game in a well lit map. If it is a choke point in the center of the map where a lot of players meet it should be good though. I just don't like to be 'alone in the dark' <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> Soylent green posted it before, but I had the same feeling about the quality of your map. linear mipmap linear will smooth out the borders between mipmap levels, but your gfx card needs anisotropic filtering and/or a higher mipmap detail urgently. The textures in the distance are all washed out. Higher mipmap quality = generally less washed out textures Higher anisotropic filter = less washed out textures where you look at them at an angle (far floor for example) (ATI uses a trick that makes anisotropic filtering faster: The filter only works 100% on vertical or horizontal textures) @Soylent: I found gl_texturemode by accident when I browsed the available console commands and found it so cool that I have a key bind to 'spread the word', how did you find it? @DarkATI: Forget all we said, just type "gl_texturemode gl_linear" and you are rid of all mipmaps <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Thank you for the kind words and support. (You thought it was "Sadam Lives" LMAO.)
My GFX Card is old and might I add "temporary" until I get some money. As posted before on other threads I had an AIW Radeon 9700 Pro which never washed textures out, now with my Radeon 7500 LE PCI I have lost of washed out from a distance textures. (My AIW Broke, stupid thang... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> )
I will try that: gl_texturemode gl_linear thing, sounds good.
ANd to clarify the dark area. (Xzilen's Hall of Pwnage) is right outside a hive and is a center "meeting spot" for both rines and aliens. I hope it does play well on NS:C. Guess we'll just have to wait. TBH we may be waiting awhiel on this one. Just compiled today, got AllocBlock: Full. Eeesh.
<!--QuoteBegin--DarkATi+Oct 13 2003, 11:09 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkATi @ Oct 13 2003, 11:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--amckern+Oct 13 2003, 12:08 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (amckern @ Oct 13 2003, 12:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> looks like we can't view them
out of band width mate
amckern <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I know. Damn Angelfire to hell. NS World upload doesn't work for me. *runs to find Chrome*
I'll upload em here as well. Just a tick.
~ DarkATi <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Sorry about that. NS World's picture uploads don't work at all at the momment, some problem with the host (may be out of disk quota and isn't answering my e-mails). I'll probably remove that feature until I can move it to a new host or get a larger disk quota. You can use the URLs of pictures uploaded to this forum for pictures on your NS World entry <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Not too shoddy. Would benifit from some trim brushes around the doors, floor panels and column bases. There's an infested version of the nos_grate texture in my infested WAD (see the webbed thread about custom WADs), I think that would blend with your infestation better.
<!--QuoteBegin--ChromeAngel+Oct 13 2003, 04:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ChromeAngel @ Oct 13 2003, 04:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Sorry about that. NS World's picture uploads don't work at all at the momment, some problem with the host (may be out of disk quota and isn't answering my e-mails). I'll probably remove that feature until I can move it to a new host or get a larger disk quota. You can use the URLs of pictures uploaded to this forum for pictures on your NS World entry <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Not too shoddy. Would benifit from some trim brushes around the doors, floor panels and column bases. There's an infested version of the nos_grate texture in my infested WAD (see the webbed thread about custom WADs), I think that would blend with your infestation better. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> No Problem, I'll change the Picehs right away with the forum URL, that'll work fine for now.
Oh and I'm not sure what you mean by "trim brushes". All doors have some sort of trim, unless maybe I am being stupid. Also I might try your WAD but I'm dealing with MAP_MAX_MIPTEX all the time, so new textures may be out of the question and as I stated above I'm now getting AllocBlock: Full, which is a super vague error.
<!--QuoteBegin--ChromeAngel+Oct 14 2003, 01:44 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ChromeAngel @ Oct 14 2003, 01:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I've marked out what I mean on one of the MS shots, I hope this makes it clearer what I mean. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> OH! Awesome Chrome, yeah I think a vent2 texture there should do it. (I use it alot it's kinda a theme in itself.) I'll post some updated shots after this Allocblock is put to rest.
Comments
out of band width mate
amckern
out of band width mate
amckern <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I know. Damn Angelfire to hell. NS World upload doesn't work for me. *runs to find Chrome*
I'll upload em here as well. Just a tick.
~ DarkATi
(Locales are named with people, sorta like NomblizKikkoman) It's usually people I respect or that have helped me a great deal.)
if not all rdy, add the rine res to the hole in the ground in the 1st pic of rine start, would suit it well
amckern
Looking good. Especially the first hall shot and the cargo one.
Looking good. Especially the first hall shot and the cargo one. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Thanks, oh and I'm adding non-functional nodes to this map for asthetic(sp?) appeal.
~ DarkATi
BTW, test gl_texturemode gl_linear_mipmap_linear, it makes texture filtering much nicer at a distance without sacrificing hardly any performance(most people are CPU limited, and if that's the case it is even free).
Eh ok, the map is unique and looks good. But till we know how an alien vs marines deathmatch plays we'll never be sure what makes a good co_ map. That said it looks like it is well playable. I don't know about dark spots though. Maybe both teams will try to stay out of them because fighting in the darkness is much more exausting than a 2 hours game in a well lit map. If it is a choke point in the center of the map where a lot of players meet it should be good though. I just don't like to be 'alone in the dark' <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Soylent green posted it before, but I had the same feeling about the quality of your map. linear mipmap linear will smooth out the borders between mipmap levels, but your gfx card needs anisotropic filtering and/or a higher mipmap detail urgently. The textures in the distance are all washed out.
Higher mipmap quality = generally less washed out textures
Higher anisotropic filter = less washed out textures where you look at them at an angle (far floor for example)
(ATI uses a trick that makes anisotropic filtering faster: The filter only works 100% on vertical or horizontal textures)
@Soylent: I found gl_texturemode by accident when I browsed the available console commands and found it so cool that I have a key bind to 'spread the word', how did you find it?
@DarkATI: Forget all we said, just type "gl_texturemode gl_linear" and you are rid of all mipmaps <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
My GFX Card is old and might I add "temporary" until I get some money. As posted before on other threads I had an AIW Radeon 9700 Pro which never washed textures out, now with my Radeon 7500 LE PCI I have lost of washed out from a distance textures. (My AIW Broke, stupid thang... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> )
I will try that: gl_texturemode gl_linear thing, sounds good.
ANd to clarify the dark area. (Xzilen's Hall of Pwnage) is right outside a hive and is a center "meeting spot" for both rines and aliens. I hope it does play well on NS:C. Guess we'll just have to wait. TBH we may be waiting awhiel on this one. Just compiled today, got AllocBlock: Full. Eeesh.
Thanks Again,
~ DarkATi
out of band width mate
amckern <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I know. Damn Angelfire to hell. NS World upload doesn't work for me. *runs to find Chrome*
I'll upload em here as well. Just a tick.
~ DarkATi <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Sorry about that. NS World's picture uploads don't work at all at the momment, some problem with the host (may be out of disk quota and isn't answering my e-mails). I'll probably remove that feature until I can move it to a new host or get a larger disk quota. You can use the URLs of pictures uploaded to this forum for pictures on your NS World entry <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Not too shoddy. Would benifit from some trim brushes around the doors, floor panels and column bases. There's an infested version of the nos_grate texture in my infested WAD (see the webbed thread about custom WADs), I think that would blend with your infestation better.
Not too shoddy. Would benifit from some trim brushes around the doors, floor panels and column bases. There's an infested version of the nos_grate texture in my infested WAD (see the webbed thread about custom WADs), I think that would blend with your infestation better. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
No Problem, I'll change the Picehs right away with the forum URL, that'll work fine for now.
Oh and I'm not sure what you mean by "trim brushes". All doors have some sort of trim, unless maybe I am being stupid. Also I might try your WAD but I'm dealing with MAP_MAX_MIPTEX all the time, so new textures may be out of the question and as I stated above I'm now getting AllocBlock: Full, which is a super vague error.
~ DarkATi
OH! Awesome Chrome, yeah I think a vent2 texture there should do it. (I use it alot it's kinda a theme in itself.) I'll post some updated shots after this Allocblock is put to rest.
Thanks Again!
~ DarkATi
EDIT: Grammar