Ns_incubus
BulletHead
Join Date: 2004-07-22 Member: 30049Members
<div class="IPBDescription">oh god...</div> well, I think the picture says it all... I have a LOT of work to do on this bad boy with re-texturing... hopefully with my new rig I can make it better ( yay, no more s****y software renders XD ) and such... a BIG shoutout to GiGaByTe for having kept this on his PC for so long- you saved my arse a LOT of work bud! Thank you!
And now, I sleep, for tomorrow... it begins....
And now, I sleep, for tomorrow... it begins....
Comments
but yeah, you got a point <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<span style='font-size:14pt;line-height:100%'>WHAT</span> is it anyways? o_0
and answers like "a map." doesnt count <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Anyway, yeah, without my old wad file, i need to retexture most of my map <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> so... yeah... lol. I'm going to re-do the overlook area because that is where most of my errors were coming from (probably the roof and wall designs... 2 of the walls are like, 300 pieces each 0o' )
I could use a quick tip about the general layout- is it just me, or is it too linear?
where do you wanna put 3 hiveareas in there??? it's way to small!
the Observation Room is going to be a hive (hopefully) for the combat release (so i can get what I have beta tested) then after 2 or 3 beta combat releases I'll release it as the first NS version <!--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 re-downloaded a lot of textures to use, so I'll see what I can do
no, serious. I wouldnt recommend releasing combat versions of the map just to release anything. and co maps doenst have much in common with ns maps, you know. so take your time. THEN it will kick ****!!! and btw, this is not a layout, these are some rooms connected by hallways. so we havent seen anything yet <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> layout should be a drawing at LEAST!
especially the name <!--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-->
I'm a fan of incubus
edit: Incubus, the band, sucks btw <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I could use a quick tip about the general layout- is it just me, or is it too linear? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Make a layout and post it for comments and criticisms, that makes alot more sense than showing your map in hammer from a strange outside perspective <!--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 did that for eon (debatable if it helped <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->).
thats why.
what should it be good for anyways? more important question: how the hell a custom wad file can get lost o_0 backups are your friend....
try not to shrink textures down that small and you wont have all of those problems.
i played the parts of the map that were done, some of it is ok while other parts were confusing. having a door over the command chair room with only a button inside the room is dumb.
Also, Jezpuh- I was going for Incubus from Egypt... there is Anubis and Incubus, but I may rename this by the time it's done.. lol
And Gigabyte... there is a button on the rear left pillar <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Found-
All my textures (yay!)
old sketch design (damn it's all torn up though <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> )
my sounds (kewl)
Still needs-
Major reworking of the architecture (a lot of the stuff seems to have moved .25 units to the side 0o' I may just re-create it all *shrug*)
It's not that I hate the name, it's just that I dislike the band with a passion <!--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-->
Can someone send me their batch compiler's setup file?
sorta...
I got Batch Compiler working now, but... I seem to be way over the texture memory limit 0o' Damn this sucks... I have less than 2 weeks to get this thing into shape, compiled, and running smooth before the expo... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
Is there any way I can "break" the limit???
because faces outside of the map are not drawn anyway?
because faces outside of the map are not drawn anyway? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I'd it's say it's more because outside faces are automatically deleted on compile.
-texdata 8192
that will give you 8 MB of texture memory.
now if you break that limit, your using way too many textures.
I dont know if I want to play a map that has intercourse with me while im sleeping.
Major reworking of the architecture (a lot of the stuff seems to have moved .25 units to the side 0o' I may just re-create it all *shrug*) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
If you're working with Hammer, it's a good idea to make sure that every vertex of every brush is on the grid -- when items are dragged in Hammer, the bounding box of the selection is snapped to the current grid.
If there is an off-the-grid selection boundary (caused by a single off-the-grid vertex on the edge of the selection), the program will snap all properly aligned geometry off of the grid when it moves the selection boundary. This is probably what happened to your architecture, and is also one of the most common sources of tiny cracks that cause leaks.
If I implemented the selection drag code, the selection would move in exact multiples of the grid size without any snap to keep this from happening--but Hammer is a closed source program <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->.