[wip] Ns_samuri

Jean_Luc_PicardJean_Luc_Picard Join Date: 2003-02-03 Member: 13051Members
<div class="IPBDescription">Here is where it'll reside</div> Wow, thanks to all the AWSOME help and advice of all of you, I've now finally managed to make a working compile LEAK FREE of my readyroom and secret rooms! Now on to the main part of the map!

Tomorrow, I'll work on the pictures (GIMP didn't like my computer... go figure... so I'm agian without a good photo program) to re-size them and make them fit... then I'll host em up and paste em here...

I have but one more request... can someone walk me step by step thru making a texlight? I've done every tuitorial I've found... and I've not figured it out (I might be hopeless)

my e-mail is Chip_trekie@cheatcc.com if you want to tell me that way... that's the last bit of help I need ATM !

Finally, my map is starting to take shape... for now, it's called ns_samuri!
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Comments

  • FullautoFullauto Join Date: 2004-06-27 Member: 29589Members
    You are hopeless.<!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

    Tex lighting is incredibly easy to set up.

    Look in the tools folder of your hammer directory. You'll see two .rad files - lights.rad and valve.rad. When you compile your map and get to rad (the lighting bit), rad looks at the lights.rad file and sees which textures are designated as emitting light.

    valve.rad is the .rad file used by valve when they made hl (afaik). It includes values for most of the light textures in the hl.wad. I'd recommend you copy everything from here into lights.rad (rad files can be opened with notepad or the like).

    Take a look at the entries in valve.rad, they'll look something like this:

    +0~GENERIC65 255 255 255 750
    The first part is name of the texture. The next three numbers are the RGB value of the colour light it is going to emit - you can use the ms paint colour picker to get the RGB value of just about any colour you want. The last value is the brightness - you'll have to experiment a couple of times to get the amount right (they can be as high as a few thousand or just double figures).

    Oh, and make sure that you got the GTK+ 2 runtime environment for GIMP.
  • Jean_Luc_PicardJean_Luc_Picard Join Date: 2003-02-03 Member: 13051Members
    OOOH!!!! OHOHOH! Lol, ok! Doy, I'm dumb... I thought I needed to make an entity or something for it (so it's actually the TEXTURE itself... makes sense... names texlight after all)


    Lol, Thanks!
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    I really think you should learn a bit more about mapping before even creating your own map... create some other stuff first and practice... don't think now that you can create those cute little tiny boxes you can immediately create a visual stunning map...
  • NetBentNetBent Join Date: 2003-05-16 Member: 16386Members
    edited July 2004
    I'm guessing this is his learning map. When i was starting I was making a map. That's how I got into the feel of NS style architecture. I never got the map completed but I think for me, I learned faster that way.
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    <!--QuoteBegin-Fullauto+Jul 17 2004, 11:55 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fullauto @ Jul 17 2004, 11:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You are hopeless.<!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

    Tex lighting is incredibly easy to set up.

    Look in the tools folder of your hammer directory. You'll see two .rad files - lights.rad and valve.rad. When you compile your map and get to rad (the lighting bit), rad looks at the lights.rad file and sees which textures are designated as emitting light.

    valve.rad is the .rad file used by valve when they made hl (afaik). It includes values for most of the light textures in the hl.wad. I'd recommend you copy everything from here into lights.rad (rad files can be opened with notepad or the like).

    Take a look at the entries in valve.rad, they'll look something like this:

    +0~GENERIC65 255 255 255 750
    The first part is name of the texture. The next three numbers are the RGB value of the colour light it is going to emit - you can use the ms paint colour picker to get the RGB value of just about any colour you want. The last value is the brightness - you'll have to experiment a couple of times to get the amount right (they can be as high as a few thousand or just double figures).

    Oh, and make sure that you got the GTK+ 2 runtime environment for GIMP. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Or you could use an info_texlights entity and save a lot of bother.
  • Jean_Luc_PicardJean_Luc_Picard Join Date: 2003-02-03 Member: 13051Members
    oh?

    Lol, well, I just stumbled... heavily...

    my favorite part of the map has a leak I can't find no matter WHAT I do... the .lin and .pts files do NOT cross thru any wally anywhere... which confuses the heck out of me!
  • NetBentNetBent Join Date: 2003-05-16 Member: 16386Members
    If you know the general area it is in. Use the big block method. Just make sure you get rid of any lights in the area before you do, or you will just get more frustrated than if you didn't bother.
  • Jean_Luc_PicardJean_Luc_Picard Join Date: 2003-02-03 Member: 13051Members
    I tried it... I think the problem lays in my hallway design... it's a very weird shaped roof, and it's hard attatching anything to it correctly... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->

    I'm just going to re-build it... it sucked anyways
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    edited July 2004
    erm...
    whats the point of starting a new thread about your work every 2 days???
    I dont think this is absolutely necessary and its annoying!
  • BlackPlagueBlackPlague Join Date: 2004-02-02 Member: 25990Banned
    and its spelled

    ns_samurai
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    edited July 2004
    <!--QuoteBegin-BlackPlague+Jul 18 2004, 02:40 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BlackPlague @ Jul 18 2004, 02:40 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> and its spelled

    ns_samurai <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    What makes you think it's spelled so? Afterall it's a map's name. It can be samuri as well as samurai.

    duh, I preferred samuri <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • Jean_Luc_PicardJean_Luc_Picard Join Date: 2003-02-03 Member: 13051Members
    ah, someone caught on <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    it's a typo *pokes his keyboad* I'm used to the school keyboards where so much as a touch plunks down the letter... on my keyboard you have to press it down farther... and I was in a hurry... so I didn't notice the mistake till too late... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->

    the other threads weren't inteded to be an actual map... I MIGHT release this depending on what it looks like. but, with the main body of my map unuseable...


    I dunno... lol
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited July 2004
    It's never to late <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> Just pm a mod about it to change the title and hope they are in a good mood to change it.

    btw any progress on the problem so we can get the screenshots (compiled prefered <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> )

    <span style='color:gray'>[edit]
    typical to have a type in a typo suggestion post...</span>
  • Jean_Luc_PicardJean_Luc_Picard Join Date: 2003-02-03 Member: 13051Members
    Nah... I'm just gonna rebuild it... no biggie <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    Besides, I didnt' like how I used my lights anyway... <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
  • CloistCloist Join Date: 2004-02-04 Member: 26041Members
    Sigh dude

    But heres a tutorial i did for a friend it has screenies and labels. Take note im helping you because i already have one done.

    Also i was showing how to match the rgb to the texture so just experiment.

    <a href='http://erinmore.users.btopenworld.com/texlightshowto.zip' target='_blank'>Here you go <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--></a>
  • Jean_Luc_PicardJean_Luc_Picard Join Date: 2003-02-03 Member: 13051Members
    edited July 2004
    wow! Thnx cloist!

    Short, Simple, SWEET!

    THAT is what I needed to see!
  • CloistCloist Join Date: 2004-02-04 Member: 26041Members
    No problem dude just stick with it, will get easier but more stressful <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • Jean_Luc_PicardJean_Luc_Picard Join Date: 2003-02-03 Member: 13051Members
    lol, actually, now that I know what I'm supposed to do and where, it seems quite easy! The only prob is if it'll work... and knowing how bright to make the lights 0o'
  • kowkow Join Date: 2003-06-19 Member: 17524Members, Constellation
    you'll never get anywhere if you work on secret and ready rooms first heh. try actually working on your maps contents before trying to make a RR or secret room. stuff like spawn points and mapinfo entities can be put in at the end. focus on actual mapping.
  • Jean_Luc_PicardJean_Luc_Picard Join Date: 2003-02-03 Member: 13051Members
    eh, I'm waiting on a reply from a friend, who wants to help me with the map... he's also a rather new mapper, but he knows a tad more than I do <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    Here's a quick update... now the RR is done via texlights... I'm only showing the basics of the RR, nothing special added yet. But I do have a request: if someone could tell me who made these jointeam textures (I forget who made em 0o')

    <img src='http://12.22.230.41/MicroTech/Hosted/Images/ns_zreadyroom0001.JPG' border='0' alt='user posted image' />

    <img src='http://12.22.230.41/MicroTech/Hosted/Images/ns_zreadyroom0002.JPG' border='0' alt='user posted image' />

    sorry for the size... I still can't get gimp to work... dunno why... and resizing in paint REALLY looks crappy...
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited July 2004
    <!--QuoteBegin-Jean Luc Picard+Jul 20 2004, 03:29 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jean Luc Picard @ Jul 20 2004, 03:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> But I do have a request: if someone could tell me who made these jointeam textures (I forget who made em 0o') <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Yours truely <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

    [edit]
    These screenshots seem to be made in software mode?
  • Jean_Luc_PicardJean_Luc_Picard Join Date: 2003-02-03 Member: 13051Members
    edited July 2004
    no... it's OpenGl... I think it has to do with it being just starting a level w/o a real server or something.. I duno... I didn't check the setting of the create-a-server thinger XD


    DOH, that's right kouji! They are yours! Roflwoffle

    I'll be sure to add your name in as the cred for the join textures (if this map lives to see that <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->)

    also, I didn't do any map_info stuffs yet... not sure what they are for, but I think I read that yo need one?
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited July 2004
    Im just happy to see my join textures being used, about the RR maybe add some furniture and break up the walls with support pillars or stuff like that, since it is just a box at the moment. Simple to make, but it makes all the differance.

    [edit]
    and k\o\w did have a point there, maybe start on the actual map. Even I don't have a RR yet on my map <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • Jean_Luc_PicardJean_Luc_Picard Join Date: 2003-02-03 Member: 13051Members
    ah, truth be told... I had worked on my map... when it went splat and died..

    that's why I'm waiting atm... trying to find some insperations for something new... I might start work on a bunker or something tho!
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited July 2004
    Ah well just pratice lots of things, eventually you'll get better. Some of the "pro" mappers arround here didn't get to the point where they are now in a day you know <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    Experimentation, practice and not to forget lots of patients are the key to succes, now go forth and map like the wind...
  • Jean_Luc_PicardJean_Luc_Picard Join Date: 2003-02-03 Member: 13051Members
    edited July 2004
    OK! Added some stuffs!

    <img src='http://12.22.230.41/MicroTech/Hosted/Images/ns_zreadyroom0004.JPG' border='0' alt='user posted image' />

    <img src='http://12.22.230.41/MicroTech/Hosted/Images/ns_zreadyroom0006.JPG' border='0' alt='user posted image' />

    <img src='http://12.22.230.41/MicroTech/Hosted/Images/ns_zreadyroom0005.JPG' border='0' alt='user posted image' />

    Only problem is that symbol on the ceiling... I might keep it tho... at first I thought it was a swasitca... which is bad in my opinion, then I realized it looks more like the german's symbol on their fighter planes back in ww2!
  • Major_ChromeMajor_Chrome Join Date: 2002-12-18 Member: 11096Members, NS1 Playtester, Contributor, Constellation, Reinforced - Shadow
    Give him a break, he's new and he's trying. Help him out rather than bash him.
  • EEKEEK Join Date: 2004-02-25 Member: 26898Banned
    edited July 2004
  • ApolloGXApolloGX Join Date: 2003-09-13 Member: 20817Members
    he cant even spell samurai right

    lets go play ns_eclps
  • Dorian_GrayDorian_Gray Join Date: 2004-02-15 Member: 26581Members, Constellation
    edited July 2004
    [EDIT]Removed reference to offensive post[/EDIT]

    As for actual help, here are some basic suggestions:
    1) Scale: That thing is HUUUUGGEEE (or so it would appear from the texture tiling). The computer monitor looks like its 40 or 50 feet in the air. Assuming your wall textures are 128x128 and at 1.0 scaling, since they tile 6 times, that makes your room 768 units tall. Wow.
    2) Textures: Use more than 1 for the walls/ceiling/floor/pillar with thingy on top.
    3) Architechture: Having some is a good thing. Take a look at the screenies of maps like achio, altair, rust, teabag, etc... Notice how there are no box rooms? Walk around in a few actual maps, and look at how they break up the monotony of a box.
    4) Textures, version 2.0: Also, looking at the pics, why is there a large, overused infestation texture covering the corners while a small, overused infestation texture covers the rest? Ignoring the sheer ugliness of having everything covered in essentially the same texture, this just looks strange.
    5) Textures again: The tiling of the texture is VERY obvious, and not what one might call pleasing to the eye.

    Just a final note... you really seem to like that texture. Every pic I've seen of your maps has used almost exclusivly that one infestation texture <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    Okay, so it wasn't a final note. Sue me.
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Give him a break, he's new and he's trying. Help him out rather than bash him.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Yeah. Exactly.
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