[wip] Ns_incubus

BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
<div class="IPBDescription">The map I was working on</div> Sorry for starting a new topic... I can't bloody see the other one anywhere... and my search button borked on me <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->


Anywho, I did some serious work on it... still working on the layout (had to delete a hallway and a room cause of a BAD leak i got when I rotated 180 degrees.. I forgot to check my areas and wound up builidng into an area I had hidden... oops) so yeah... but the good news is, marine start is FINITE! Some screenshots!

<img src='http://12.22.230.41/MicroTech/Hosted/Images/ns_incubus_a20000.JPG' border='0' alt='user posted image' />

<img src='http://12.22.230.41/MicroTech/Hosted/Images/ns_incubus_a20003.JPG' border='0' alt='user posted image' />

<img src='http://12.22.230.41/MicroTech/Hosted/Images/ns_incubus_a20004.JPG' border='0' alt='user posted image' />

<img src='http://12.22.230.41/MicroTech/Hosted/Images/ns_incubus_a20005.JPG' border='0' alt='user posted image' />

***** I know, the steam is going the wrong direction... working on that now (just realized that doh *****

<img src='http://12.22.230.41/MicroTech/Hosted/Images/ns_incubus_a20006.JPG' border='0' alt='user posted image' />

<img src='http://12.22.230.41/MicroTech/Hosted/Images/ns_incubus_a20007.JPG' border='0' alt='user posted image' />

<img src='http://12.22.230.41/MicroTech/Hosted/Images/ns_incubus_a20011.JPG' border='0' alt='user posted image' />


Crits? Comments? Hot Dogs? Hold the onions... and the spam/flames plz.

-BulletHead

Comments

  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    edited August 2004
    i dunno it seems like it needs some work still



    /offtopic

    for your sig right <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->[qoute=Chrono] <text> [/qoute]<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->



    RAWR 100 hours plus and still going!!!! *chugs cup of coffe*
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    edited August 2004
    OMGZ! 100 hours and you cheat! Coffee... bleh

    I go on Mountain Dew <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->


    BTW- what do you mean by needs work? Can you elaborate?
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    i cant elaborate im crazy
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    hmm, i wouldnt use that many particles for rain or leaking water (whatever it is) it could kill fps on slower machines, and considerably lower it on even fast machines. also might want to add some more white light to those red areas (1 color lighting looks kinda tacky in large areas.) the map geometry looks good. just make sure the w_polys and e_polys are at a decent level.
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    Well, even my video driver (an onboard Intel ® Extreme X graphics Driver) holds a steady 30 fps thruout it, so I don't think that's much of a problem <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-BulletHead+Aug 27 2004, 05:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BulletHead @ Aug 27 2004, 05:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well, even my video driver (an onboard Intel ® Extreme X graphics Driver) holds a steady 30 fps thruout it, so I don't think that's much of a problem <!--emo&:)--><img src='http://www.natural-selection.org/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    That's cause you're using an animated sprite for it, not a particle system.

    btw... it looks horrible. It does. Maybe it's the software rendering, maybe it's the texturing, the architecture, I don't know... I just don't like it.
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    actualy, I am using a particle system for it <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> an env_particles_custom (as instructed by ChromeAngels ns mapping guide)

    As for the software, just a little longer... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> I've decided to stay with a 9800XT as I don't feel like paying another hundred odd bucks for the cooling fans and such I'd need to get an x800 0o'
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Seriously, less drops. It's almost raining in there ffs.. D:
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    edited August 2004
    it IS rain! Lol, there are two "grates" where the water comes out that lead to the sky lol. Hence, when in game, you hear the rain sound <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
    Although, now that I think of it... I think i'll just make it a light shower instead of a friggan downpour <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Well in that case, spread it more. Right now it's comming from the sides. Make it come from the middle.
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    Done and done

    I've got a quick question: What checkbox do I fill in to add the textures as part of my .bsp? I have all my custom textures in a giant wad file, and that's over 14 megs... 0o' I know there's a way to add the custom textures as part of the .bsp, but I can't remember how
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    I, and many others, will suggest checking all used textures in the editor and culling out all the unused textures and keeping only the used ones. You can always make another copy of your current wad as a "batch/developer" wad for yourself, but for release just include used textures.

    With batch compiler all you do is go under CSG check one of the boxes next to the path of the wad you are going to include.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    <!--QuoteBegin-brute_force+Aug 27 2004, 04:30 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (brute_force @ Aug 27 2004, 04:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-BulletHead+Aug 27 2004, 05:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BulletHead @ Aug 27 2004, 05:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well, even my video driver (an onboard Intel ® Extreme X graphics Driver) holds a steady 30 fps thruout it, so I don't think that's much of a problem <!--emo&:)--><img src='http://www.natural-selection.org/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    That's cause you're using an animated sprite for it, not a particle system.

    btw... it looks horrible. It does. Maybe it's the software rendering, maybe it's the texturing, the architecture, I don't know... I just don't like it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    You mean the ps or the whole map? I think the map is a huge improvement from what he was originally doi.... oh wait nm.
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    *looks at olmy* please don't bring THAT old spat into play... <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->

    Anywho, I did a new part of the map... leading from MS to the first hive area I'm going to make... however, I have one wall that is like this

    |
    \
    ||
    /
    |

    that keeps going INVISIBLE at certain angles... I have quite a few shaped like that, but it's the ONLY one doing that to me... do I just have to remake it or what... I've seen this with ODDLY shaped brushes before, but never one as simple as this <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    Okay, I'm **** at VHE right now...

    I just added a new room, and when I compile, it gives me a leak in Hull 2...

    the pointfile (both the .lin AND the .pts) are USELESS, cause they do NOT intersect/ pass thru anywhere from outside to inside the map... ALL my entities are inside, and get this: when I remove the new room and put a blocker on the hallway (to enclose it) it works fine... when I compile the room itself, it works FINE! WHAT THE HELL???

    I'm going to bed... it's 3 am now and school starts in 2 days... Please, tell me someone can help me!
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Are you sure you even connected the room good?
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    Yes, I'm sure. I checked it around, and I can't see ANY place it could leak. I'm just going to re-make it over... even checking the room on the smallest grid setting at max zoom didn't reveal anything. The only other probability is my invalid brush face, but I keep going to that brush and finding, surprise, nothing 0o' Takes me to the center of the map


    *pokes hammer* Dun MAKE me go to quark!
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    edited August 2004
    <!--QuoteBegin-BulletHead+Aug 28 2004, 06:58 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BulletHead @ Aug 28 2004, 06:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Okay, I'm **** at VHE right now...

    I just added a new room, and when I compile, it gives me a leak in Hull 2...

    the pointfile (both the .lin AND the .pts) are USELESS, cause they do NOT intersect/ pass thru anywhere from outside to inside the map... ALL my entities are inside, and get this: when I remove the new room and put a blocker on the hallway (to enclose it) it works fine... when I compile the room itself, it works FINE! WHAT THE HELL???

    I'm going to bed... it's 3 am now and school starts in 2 days... Please, tell me someone can help me! <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I feel like that some times, although the pointfile will eventually lead you, trust me, its full proof.
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    edited August 2004
    No.. this one wasn't. It did not ONCE intersect.. I spent over 3 hours today checking, before I gave up and just scrapped the room. I'm currently re-making it... no clue as to what went wrong, but so far, no problems <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->


    grrrrr WTH! I got the same weird error again.. but THIS time it does intersect... but with a SOLID brush. No edges, no odd corners. It goes thru a single, solid brush... 0o'


    if anybody could help, I'll gladly host the .rmf and the .lin and .pts files... casue I'm stumped!
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    This project is suspended untill further notice


    WHY?


    Because I can't find this ruddy POS leak... the .lin doesn't lead ANywhere... just follows the outside of the map perfectly... when I remove a section that I just added, it compiles fine... when I make even a perfect CUBE and add it on... it leaks! I am at the end of my rope!


    If ANYONE can help me figure this out, I'll gladly show the .rmf and .pts and .lin files with you... but I'm just fed up! I'm going to take time off and make a "funmap" to try and cool my jets... just a stupid little something to take my mind off of things
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    u probably have an invalid brush, press alt+p in hammer, and see if it shows any problems

    are all ur brushes convex?
  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members
    edited August 2004
    Spice up the architecture by adding details: add pipes on the walls/ceilings, computer terminals, cranes for crates to be moved, grating in the floor to reveal wires underneath, vents and vent entrances, fans set into the ceiling,

    Make sure the walls have supports on them, and shape the walls in more interesting ways than just flat <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->. Make your rooms dfferent shapes instead of squares, add support beams on the ceilings, and make sure you define your light sources nicely.

    Add contrast for your lighting with env_gammas, and make sure that you use different colours to create a cold/warm mood. Warm colours like orange/red/yellow can be used to create a warm mood, whereas green/blue/white can be used to create a colder mood, or used to denote the presence of water. Combining the two colours can end up as a circus of sorts but red is the standard for ventilation/pipe areas, so it can be used with anything really.

    Texture alignment is a necessity. Before you compile to take screenshots, have a semi-thorough run through of your map (especially the fiddly parts) to make sure that you have aligned the textures nicely. Set time aside to make sure the floors and walls all fit together seamlessly.

    Take pride in your work, and then when those nice comments come rolling in, everything feels a lot better <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    EDIT: Haha, just read the fact that the map was being suspended. Well - my points stick incase the project is ever restarted.
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    Kester- I get no invalid brush problems inside of VHE... but when I lookit the compile log, I get a random Brush with no Backface thing... I know where it is (it's a light I built in the map) but it never was a problem before... should I just baleet it?


    Cobra- I am trying to add spice.... but every time I do, I get problems... is QUARK better than VHE?

    Anywho, my siege style map is already starting to take some shape... in my mind... I'm going to start after... dun dun dun... school... tomorrow
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    i was super **** when i found out that my map had a leak after 5 hours of work. i studied the geometry very carefully all over the newly created area and discovered a micro tiny gap that is barely even noticable on the grid system (the way i knew is that the lines butting up to gether from 2 brushes were a bit too wide) try checking the brushes that block the null area and resize them from all sides and put them back where they were and see if that helps. i could also look at the rmf if you want to. dont worry im not a thief like nexus lol.
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    no need for the shameless nexus bash, leave it out please
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    GiGaByTe, the problem is, the .lin files intersects a single, SOLD brush in the middle of it... not at a corner or anything... I'll host the .rmf and PM you with the dl addy
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