<!--QuoteBegin--WolfWings+Oct 6 2003, 01:49 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WolfWings @ Oct 6 2003, 01:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Revenge+Oct 6 2003, 03:49 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Revenge @ Oct 6 2003, 03:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--WolfWings+Oct 6 2003, 03:42 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WolfWings @ Oct 6 2003, 03:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I <b><i>knew</i></b> I'd get SOMEONE that would preach the 'Carving is bad, don't touch it, no, not even for that, or that' mantra. =^.^= <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Thank you for clearly not having read my post. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> My appologies. The initial tone was meant to be humourous, but you're right, it became vicious by the end, if not merely by the middle. =-.-= <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Apology accepted. I also apoligise if I over reacted to your posts.
As for the vent construction, I think I'm beginning to understand what you have done. I still have my concerns over the process however you do seem to know what you are doing... I'll wait till I can see the map running ingame, it sounds like it could work...
<!--QuoteBegin--Revenge+Oct 6 2003, 07:40 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Revenge @ Oct 6 2003, 07:40 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Apology accepted. I also apoligise if I over reacted to your posts.
As for the vent construction, I think I'm beginning to understand what you have done. I still have my concerns over the process however you do seem to know what you are doing... I'll wait till I can see the map running ingame, it sounds like it could work... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> As a FYI... average vent r_speeds are around 30-50. Original Nancy had r_speeds in the vents around 200 in places, due to the over-complicated brush geometry. I 'peak' around that, in one specific 'new room' I added to the vent system to link the two original vent systems together, because that 'small chamber' is an 8-sided chamber with a column in the middle housing a pair of spinning fans. It's there specifically to break LOS on an over-long vent. :-)
<!--QuoteBegin--Revenge+Oct 6 2003, 10:40 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Revenge @ Oct 6 2003, 10:40 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--WolfWings+Oct 6 2003, 01:49 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WolfWings @ Oct 6 2003, 01:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Revenge+Oct 6 2003, 03:49 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Revenge @ Oct 6 2003, 03:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--WolfWings+Oct 6 2003, 03:42 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WolfWings @ Oct 6 2003, 03:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I <b><i>knew</i></b> I'd get SOMEONE that would preach the 'Carving is bad, don't touch it, no, not even for that, or that' mantra. =^.^= <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Thank you for clearly not having read my post. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> My appologies. The initial tone was meant to be humourous, but you're right, it became vicious by the end, if not merely by the middle. =-.-= <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Apology accepted. I also apoligise if I over reacted to your posts.
As for the vent construction, I think I'm beginning to understand what you have done. I still have my concerns over the process however you do seem to know what you are doing... I'll wait till I can see the map running ingame, it sounds like it could work... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> It looks and feels fine to me. (Wolf sent me a BSP and MAP last night.) I was a big user of the Nancy ventilation system and it was pretty much the same, no snags or inconveniences along the way, it was much easier to get in the vents now with the smootheing of the lipage. I think fans will be very pleased, it is almost an exact replica with some improvements.
<!--QuoteBegin--Lazer+Oct 6 2003, 06:55 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lazer @ Oct 6 2003, 06:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm awake again. Ready for a compile any time now. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> And I'll be dropping a compile (without DarkATi's final lights.rad file yet) in your mailbox shortly, Lazer. It's building now, medium-quality build without shadowed entities. I spent all night adjusting the comm-mode clipping and entities, and trimming one high-spot of comm-mode r_speeds down further. I may go back through and 'remove' the vents from the comm-view entirely, as they visually clash with the otherwise-very-clean geometry the Comm sees in Nancy.
Alright, and that idea of the room with the fan sounds REALLY cool. A few things though:
-Did you give it an ambient sound of the fan? -Did you add ambient sounds in the places like the original or should I go and do that all before the very final compile? (I still got some things like the egg to add) -What did you do with the subspace vent?
<!--QuoteBegin--Lazer+Oct 6 2003, 08:20 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lazer @ Oct 6 2003, 08:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Alright, and that idea of the room with the fan sounds REALLY cool. A few things though:
-Did you give it an ambient sound of the fan? -Did you add ambient sounds in the places like the original or should I go and do that all before the very final compile? (I still got some things like the egg to add) -What did you do with the subspace vent? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> The fan has a properly-timed noise, or rather I adjusted the spinning speed to roughly match the sound it makes.
I didn't add any other 'ambient' noises to the map. Go ahead and modify the .map I send as much as you want, and send me back the final version with the ambient noises added. I can strip out just those entities, and move them back into my copy, just avoid doing anything that requires or uses brushwork, and I can import the changes just fine. :-)
Subspace Array still has the vent, covered with two func_illusionary grills. I didn't modify that area at all yet, as I've been too busy madly dashing around the rest of the map to do so. I can work on that minor change while you look over the map and DarkATi does the lighting, if that's okay?
Gah... I seem to have become the focal point of this whole mess... I didn't mean to end up here, Lazer, honest. =^.6= If it wasn't for you, none of this would have happened, and I feel like I'm walking on your toes. =-.-=
<!--QuoteBegin--Lightning Blue+Oct 6 2003, 08:29 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lightning Blue @ Oct 6 2003, 08:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I really don't think they need linked together. The wern't linked in the first place for a reason. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> The 'linkage' is a total of 7 brushes, and one extra 'merged in' .MAP file currently, and it's going in for beta-testing. If it's disliked or causes problems, it comes out just as easilly. :-)
Whoever did the lights throughout wasn't paying attention to the original Nancy. Since I can't modify the .map without skewing the textures badly, Wolf I guess your the only person who can make these changes. Certain lights in Nancy were "dead" for a reason, Devil purposely made them this way. I'm lighting the map section by section starting with the cockpit and I've already found an error.
The computers are the only thing emitting light over there on the one side in the cockpit but someone made the bulbs up top a light emitting texture and if anyone knows how .rads work here then they know you can't have more than one entry for a texture. Soooo... Wolf, make that light this texture: ~LIGHT3F
I'm sure it was an honest mistake but it's making it tough for me as I'm trying to get this biotch out the door in just a few hours. If you could change that for me I would appreciate it. Meanwhile I'll keep adding entries to the .rad file...
Whoever did the lights throughout wasn't paying attention to the original Nancy. Since I can't modify the .map without skewing the textures badly, Wolf I guess your the only person who can make these changes. Certain lights in Nancy were "dead" for a reason, Devil purposely made them this way. I'm lighting the map section by section starting with the cockpit and I've already found an error.
The computers are the only thing emitting light over there on the one side in the cockpit but someone made the bulbs up top a light emitting texture and if anyone knows how .rads work here then they know you can't have more than one entry for a texture. Soooo... Wolf, make that light this texture: ~LIGHT3F
I'm sure it was an honest mistake but it's making it tough for me as I'm trying to get this biotch out the door in just a few hours. If you could change that for me I would appreciate it. Meanwhile I'll keep adding entries to the .rad file...
~ DarkATi <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Do me a favor? Make a single list of all the individual changes to make, and I'll do them en-masse. For the most part, Lazer got the lights right I think, but I may have munged a couple re-aligning the textures as best as I could. =-.-=
Lazer has a copy... DarkATi has a copy... they're both checking things over...
I'm going out to the local game store to see about buying a copy of a D&D3.5 book, I need to relax for an hour or two. I'll be back on before or around noon, PST.
Whoever did the lights throughout wasn't paying attention to the original Nancy. Since I can't modify the .map without skewing the textures badly, Wolf I guess your the only person who can make these changes. Certain lights in Nancy were "dead" for a reason, Devil purposely made them this way. I'm lighting the map section by section starting with the cockpit and I've already found an error.
The computers are the only thing emitting light over there on the one side in the cockpit but someone made the bulbs up top a light emitting texture and if anyone knows how .rads work here then they know you can't have more than one entry for a texture. Soooo... Wolf, make that light this texture: ~LIGHT3F
I'm sure it was an honest mistake but it's making it tough for me as I'm trying to get this biotch out the door in just a few hours. If you could change that for me I would appreciate it. Meanwhile I'll keep adding entries to the .rad file...
~ DarkATi <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Do me a favor? Make a single list of all the individual changes to make, and I'll do them en-masse. For the most part, Lazer got the lights right I think, but I may have munged a couple re-aligning the textures as best as I could. =-.-= <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Probably a better idea than posting individual error, I will compile a list, didn't mean to rant in that last post but this is a little more complex then I thought it would be.
WolfWings, don't worry about it. I can make the lighting changes and whatnot. I just need to see this final version, and I still don't have it in my inbox...
<!--QuoteBegin--Lazer+Oct 6 2003, 08:54 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lazer @ Oct 6 2003, 08:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> WolfWings, don't worry about it. I can make the lighting changes and whatnot. I just need to see this final version, and I still don't have it in my inbox... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> It's a ~3MB e-mail, hon. Just poking my nose in now that I've showered before I head out to the game store. It's still transmitting from my end. =^.6= It'll get there in a bit...
-The vent room is apparently inaccessable. It seems as if a big null brudh was dropped ontop of it so you can't get in and it just leaves a void there. -The vent lighting is ugly. It needs too be reddish in some places and greenish in others. Like the original. Not sure what I think about the double width of most parts of the vent now, but I'm guessing it will be good for gameplay reasons... -Many many texture alignment errors now. This is a major problem. I understand that radiant can't load map files made in hammer all that well, but there must be a way around this. -Making the broken doors and things on the ground func_illusionaries is not really the best idea. They would be a lot better as func_walls just because they become a little more interactive since you can step on them. It feels odd steping through them. -The buttons that open the doors need to be activated by a +use not by bumping into them.
I think that's about it... Most of the stuff is easy to fix, but this texture alignment problem is serious. If you could only open my .rmf files...
<!--QuoteBegin--Lazer+Oct 6 2003, 12:27 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lazer @ Oct 6 2003, 12:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ok, I looked at it... and we got problems...
-The vent room is apparently inaccessable. It seems as if a big null brudh was dropped ontop of it so you can't get in and it just leaves a void there. -The vent lighting is ugly. It needs too be reddish in some places and greenish in others. Like the original. Not sure what I think about the double width of most parts of the vent now, but I'm guessing it will be good for gameplay reasons... -Many many texture alignment errors now. This is a major problem. I understand that radiant can't load map files made in hammer all that well, but there must be a way around this. -Making the broken doors and things on the ground func_illusionaries is not really the best idea. They would be a lot better as func_walls just because they become a little more interactive since you can step on them. It feels odd steping through them. -The buttons that open the doors need to be activated by a +use not by bumping into them.
I think that's about it... Most of the stuff is easy to fix, but this texture alignment problem is serious. If you could only open my .rmf files... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> That's why Wolf will have to deal with alignment issues, anyway the BSP he sent me looked fine, it was just once I loaded the .map that I saw alignment bugs... damn I wish Wolf could use Hammer...
Oh My Dear Lord, these last few hours have been so annoying!
Here's what I've got thus far, actually I think that WWs should take over since he has the Radiant Editor and is doing the final compile, it's just not possible w/o RMF support.
<!--QuoteBegin--Lazer+Oct 6 2003, 09:27 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lazer @ Oct 6 2003, 09:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ok, I looked at it... and we got problems...
-The vent room is apparently inaccessable. It seems as if a big null brudh was dropped ontop of it so you can't get in and it just leaves a void there. -The vent lighting is ugly. It needs too be reddish in some places and greenish in others. Like the original. Not sure what I think about the double width of most parts of the vent now, but I'm guessing it will be good for gameplay reasons... -Many many texture alignment errors now. This is a major problem. I understand that radiant can't load map files made in hammer all that well, but there must be a way around this. -Making the broken doors and things on the ground func_illusionaries is not really the best idea. They would be a lot better as func_walls just because they become a little more interactive since you can step on them. It feels odd steping through them. -The buttons that open the doors need to be activated by a +use not by bumping into them.
I think that's about it... Most of the stuff is easy to fix, but this texture alignment problem is serious. If you could only open my .rmf files... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I was re-texturing the 'vent room' to make it look and operate correctly from Commander Mode, and I accidentally bound both entities together. It works right now, and in the compile I sent DarkATi, my bad.
Vent lighting was me rushing through and dropping a hundred light entities in. I'm going through and putting in the little 'light bits' in the corners instead.
Unfortunately, you're right, we've found a NASTY bug in Radiant, that nobody can really fix. =-.-= And yes, it blows chunks. :-P
And... um... buh? =O.o= In reality, you shouldn't have your view 'jiggle' when you run across a piece of sheet-metal on the ground. The jarring of my view seemed far more 'incorrect' to me. Changed as you directed though... :-\
And doors you have to +use... *done*
And sorry about not being on... I crashed, as in was insanely tired, after riding to the book store after that all-nighter. =^.6=
Alright good work. I'm thinking of just learning radiant myself to get the textures fixed again... There is a lot though... I do not want this released until the textures are fixed.
Also, I'm out for tonight. I'll probably be around tomorrow though, and I'll probably download radiant so I can fix the textures...
<!--QuoteBegin--Lazer+Oct 6 2003, 06:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lazer @ Oct 6 2003, 06:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Alright good work. I'm thinking of just learning radiant myself to get the textures fixed again... There is a lot though... I do not want this released until the textures are fixed.
Also, I'm out for tonight. I'll probably be around tomorrow though, and I'll probably download radiant so I can fix the textures... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I'll help you get up to speed on Radiant, if you want? You'll need 1.3.12, and need to modify a couple files to get it working with NS, but I can provide those, if you want. 1.3.12 is a 'development' version, with support for a LOT more games, with a MUCH better interface on Windows.
Alright, I got school now, but could you leave me a link to it? (I'm sure other people would be interested too) I'll probably start working with it when I get home.
I just out-right crashed today... non-stop work over the weekend on Nancy just burnt me out big-time. =^.^=
Anyways... it's pretty easy to hunt up GtkRadiant, you'll just need to snag BitTorrent to actually download it. It's a program that lets others use your bandwidth to get the file from you if the download is maxxed out. Basically, instead of FilePlanet where you wait in line, if the 'line' is full, someone else passes you a copy. It's a very nice utility, and works quite well.
Once you get the program itself installed, I can see about setting up the files you'll need for NS editing somewhere? Or should I sit down and make an installer for everything?
hmm i've been trying to find a version of radient that can edit for hl to. However 11 crashes and i cant seem to find 12 (in fact i didnt even know it was out). Perhaps u'd be able to give an url or a torrent ww?
Is it still on track for 2.1 then? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> and this was 4 pages ago
please post some pics. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> HEAR YE, HEAR YE! MAPPERS, MODELERS LEND ME YOUR EARS!
IF YE WANTSEST TO FINDEST NANCY REMAKE "SCREENIES" YE NEED ONLY LOAD YE OLD NANCY BY ONE DEVILDOG, OUR REMAKE LOOKEST EXACTLY THE SAME NOW, MINUS YE OLD LIGHTING. THANK YE, THANK YE!
Seriously, there is no need for screens. Load up the old Nancy and imagine it's new, because that's pretty much what ours looks like. ^_^
<!--QuoteBegin--WolfWings+Oct 6 2003, 02:13 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WolfWings @ Oct 6 2003, 02:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--DarkATi+Oct 5 2003, 09:46 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkATi @ Oct 5 2003, 09:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Just kidding I got you... sorta... though why not just convert your PNGs to JPGs? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Simple... I wouldn't be able to have an alpha-channel in the image then, so the 'gradient' in the background of my avatar would have to be manually made for this forum, and if they ever changed the colours at all, I'd have to rebuild my Avatar. As it is, I use the same Avatar on every forum I'm on, and it blends nicely into the background on them all. :-) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> PNG alpha channels only work in some browsers. They don't work in IE. Almost everybody uses IE. Everybody just sees your avatar as having a white solid background, with no gradients.
It's cheap, I know, but how effective would it be if you gave all the textures you used in the vents some very dim texlight values?
If dim enough, the lighting in the vents would seem to just be ambient, and it would be quite hard to tell that it came from the actual vent textures themselves (since every texture is equally lit, they should all theoretically look the same).
<!--QuoteBegin--Revenge+Oct 7 2003, 03:51 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Revenge @ Oct 7 2003, 03:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It's cheap, I know, but how effective would it be if you gave all the textures you used in the vents some very dim texlight values?
If dim enough, the lighting in the vents would seem to just be ambient, and it would be quite hard to tell that it came from the actual vent textures themselves (since every texture is equally lit, they should all theoretically look the same). <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> sure, I'd say (for a red effect)
Comments
EDIT* Oh and I forgot to wish you Happy Birthday Wolf! Happy (Late) Birthday!
~ DarkATi
Thank you for clearly not having read my post. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
My appologies. The initial tone was meant to be humourous, but you're right, it became vicious by the end, if not merely by the middle. =-.-= <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Apology accepted. I also apoligise if I over reacted to your posts.
As for the vent construction, I think I'm beginning to understand what you have done. I still have my concerns over the process however you do seem to know what you are doing... I'll wait till I can see the map running ingame, it sounds like it could work...
As for the vent construction, I think I'm beginning to understand what you have done. I still have my concerns over the process however you do seem to know what you are doing... I'll wait till I can see the map running ingame, it sounds like it could work... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
As a FYI... average vent r_speeds are around 30-50. Original Nancy had r_speeds in the vents around 200 in places, due to the over-complicated brush geometry. I 'peak' around that, in one specific 'new room' I added to the vent system to link the two original vent systems together, because that 'small chamber' is an 8-sided chamber with a column in the middle housing a pair of spinning fans. It's there specifically to break LOS on an over-long vent. :-)
Thank you for clearly not having read my post. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
My appologies. The initial tone was meant to be humourous, but you're right, it became vicious by the end, if not merely by the middle. =-.-= <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Apology accepted. I also apoligise if I over reacted to your posts.
As for the vent construction, I think I'm beginning to understand what you have done. I still have my concerns over the process however you do seem to know what you are doing... I'll wait till I can see the map running ingame, it sounds like it could work... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
It looks and feels fine to me. (Wolf sent me a BSP and MAP last night.) I was a big user of the Nancy ventilation system and it was pretty much the same, no snags or inconveniences along the way, it was much easier to get in the vents now with the smootheing of the lipage. I think fans will be very pleased, it is almost an exact replica with some improvements.
~ DarkATi
And I'll be dropping a compile (without DarkATi's final lights.rad file yet) in your mailbox shortly, Lazer. It's building now, medium-quality build without shadowed entities. I spent all night adjusting the comm-mode clipping and entities, and trimming one high-spot of comm-mode r_speeds down further. I may go back through and 'remove' the vents from the comm-view entirely, as they visually clash with the otherwise-very-clean geometry the Comm sees in Nancy.
-Did you give it an ambient sound of the fan?
-Did you add ambient sounds in the places like the original or should I go and do that all before the very final compile? (I still got some things like the egg to add)
-What did you do with the subspace vent?
-Did you give it an ambient sound of the fan?
-Did you add ambient sounds in the places like the original or should I go and do that all before the very final compile? (I still got some things like the egg to add)
-What did you do with the subspace vent? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
The fan has a properly-timed noise, or rather I adjusted the spinning speed to roughly match the sound it makes.
I didn't add any other 'ambient' noises to the map. Go ahead and modify the .map I send as much as you want, and send me back the final version with the ambient noises added. I can strip out just those entities, and move them back into my copy, just avoid doing anything that requires or uses brushwork, and I can import the changes just fine. :-)
Subspace Array still has the vent, covered with two func_illusionary grills. I didn't modify that area at all yet, as I've been too busy madly dashing around the rest of the map to do so. I can work on that minor change while you look over the map and DarkATi does the lighting, if that's okay?
Gah... I seem to have become the focal point of this whole mess... I didn't mean to end up here, Lazer, honest. =^.6= If it wasn't for you, none of this would have happened, and I feel like I'm walking on your toes. =-.-=
The 'linkage' is a total of 7 brushes, and one extra 'merged in' .MAP file currently, and it's going in for beta-testing. If it's disliked or causes problems, it comes out just as easilly. :-)
Whoever did the lights throughout wasn't paying attention to the original Nancy. Since I can't modify the .map without skewing the textures badly, Wolf I guess your the only person who can make these changes. Certain lights in Nancy were "dead" for a reason, Devil purposely made them this way. I'm lighting the map section by section starting with the cockpit and I've already found an error.
The computers are the only thing emitting light over there on the one side in the cockpit but someone made the bulbs up top a light emitting texture and if anyone knows how .rads work here then they know you can't have more than one entry for a texture. Soooo... Wolf, make that light this texture: ~LIGHT3F
I'm sure it was an honest mistake but it's making it tough for me as I'm trying to get this biotch out the door in just a few hours. If you could change that for me I would appreciate it. Meanwhile I'll keep adding entries to the .rad file...
~ DarkATi
Whoever did the lights throughout wasn't paying attention to the original Nancy. Since I can't modify the .map without skewing the textures badly, Wolf I guess your the only person who can make these changes. Certain lights in Nancy were "dead" for a reason, Devil purposely made them this way. I'm lighting the map section by section starting with the cockpit and I've already found an error.
The computers are the only thing emitting light over there on the one side in the cockpit but someone made the bulbs up top a light emitting texture and if anyone knows how .rads work here then they know you can't have more than one entry for a texture. Soooo... Wolf, make that light this texture: ~LIGHT3F
I'm sure it was an honest mistake but it's making it tough for me as I'm trying to get this biotch out the door in just a few hours. If you could change that for me I would appreciate it. Meanwhile I'll keep adding entries to the .rad file...
~ DarkATi <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Do me a favor? Make a single list of all the individual changes to make, and I'll do them en-masse. For the most part, Lazer got the lights right I think, but I may have munged a couple re-aligning the textures as best as I could. =-.-=
I'm going out to the local game store to see about buying a copy of a D&D3.5 book, I need to relax for an hour or two. I'll be back on before or around noon, PST.
Whoever did the lights throughout wasn't paying attention to the original Nancy. Since I can't modify the .map without skewing the textures badly, Wolf I guess your the only person who can make these changes. Certain lights in Nancy were "dead" for a reason, Devil purposely made them this way. I'm lighting the map section by section starting with the cockpit and I've already found an error.
The computers are the only thing emitting light over there on the one side in the cockpit but someone made the bulbs up top a light emitting texture and if anyone knows how .rads work here then they know you can't have more than one entry for a texture. Soooo... Wolf, make that light this texture: ~LIGHT3F
I'm sure it was an honest mistake but it's making it tough for me as I'm trying to get this biotch out the door in just a few hours. If you could change that for me I would appreciate it. Meanwhile I'll keep adding entries to the .rad file...
~ DarkATi <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Do me a favor? Make a single list of all the individual changes to make, and I'll do them en-masse. For the most part, Lazer got the lights right I think, but I may have munged a couple re-aligning the textures as best as I could. =-.-= <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Probably a better idea than posting individual error, I will compile a list, didn't mean to rant in that last post but this is a little more complex then I thought it would be.
~ DarkATi
It's a ~3MB e-mail, hon. Just poking my nose in now that I've showered before I head out to the game store. It's still transmitting from my end. =^.6= It'll get there in a bit...
-The vent room is apparently inaccessable. It seems as if a big null brudh was dropped ontop of it so you can't get in and it just leaves a void there.
-The vent lighting is ugly. It needs too be reddish in some places and greenish in others. Like the original. Not sure what I think about the double width of most parts of the vent now, but I'm guessing it will be good for gameplay reasons...
-Many many texture alignment errors now. This is a major problem. I understand that radiant can't load map files made in hammer all that well, but there must be a way around this.
-Making the broken doors and things on the ground func_illusionaries is not really the best idea. They would be a lot better as func_walls just because they become a little more interactive since you can step on them. It feels odd steping through them.
-The buttons that open the doors need to be activated by a +use not by bumping into them.
I think that's about it... Most of the stuff is easy to fix, but this texture alignment problem is serious. If you could only open my .rmf files...
-The vent room is apparently inaccessable. It seems as if a big null brudh was dropped ontop of it so you can't get in and it just leaves a void there.
-The vent lighting is ugly. It needs too be reddish in some places and greenish in others. Like the original. Not sure what I think about the double width of most parts of the vent now, but I'm guessing it will be good for gameplay reasons...
-Many many texture alignment errors now. This is a major problem. I understand that radiant can't load map files made in hammer all that well, but there must be a way around this.
-Making the broken doors and things on the ground func_illusionaries is not really the best idea. They would be a lot better as func_walls just because they become a little more interactive since you can step on them. It feels odd steping through them.
-The buttons that open the doors need to be activated by a +use not by bumping into them.
I think that's about it... Most of the stuff is easy to fix, but this texture alignment problem is serious. If you could only open my .rmf files... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
That's why Wolf will have to deal with alignment issues, anyway the BSP he sent me looked fine, it was just once I loaded the .map that I saw alignment bugs... damn I wish Wolf could use Hammer...
~ DarkATi
Here's what I've got thus far, actually I think that WWs should take over since he has the Radiant Editor and is doing the final compile, it's just not possible w/o RMF support.
~ DarkATi
-The vent room is apparently inaccessable. It seems as if a big null brudh was dropped ontop of it so you can't get in and it just leaves a void there.
-The vent lighting is ugly. It needs too be reddish in some places and greenish in others. Like the original. Not sure what I think about the double width of most parts of the vent now, but I'm guessing it will be good for gameplay reasons...
-Many many texture alignment errors now. This is a major problem. I understand that radiant can't load map files made in hammer all that well, but there must be a way around this.
-Making the broken doors and things on the ground func_illusionaries is not really the best idea. They would be a lot better as func_walls just because they become a little more interactive since you can step on them. It feels odd steping through them.
-The buttons that open the doors need to be activated by a +use not by bumping into them.
I think that's about it... Most of the stuff is easy to fix, but this texture alignment problem is serious. If you could only open my .rmf files... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I was re-texturing the 'vent room' to make it look and operate correctly from Commander Mode, and I accidentally bound both entities together. It works right now, and in the compile I sent DarkATi, my bad.
Vent lighting was me rushing through and dropping a hundred light entities in. I'm going through and putting in the little 'light bits' in the corners instead.
Unfortunately, you're right, we've found a NASTY bug in Radiant, that nobody can really fix. =-.-= And yes, it blows chunks. :-P
And... um... buh? =O.o= In reality, you shouldn't have your view 'jiggle' when you run across a piece of sheet-metal on the ground. The jarring of my view seemed far more 'incorrect' to me. Changed as you directed though... :-\
And doors you have to +use... *done*
And sorry about not being on... I crashed, as in was insanely tired, after riding to the book store after that all-nighter. =^.6=
Also, I'm out for tonight. I'll probably be around tomorrow though, and I'll probably download radiant so I can fix the textures...
Also, I'm out for tonight. I'll probably be around tomorrow though, and I'll probably download radiant so I can fix the textures... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I'll help you get up to speed on Radiant, if you want? You'll need 1.3.12, and need to modify a couple files to get it working with NS, but I can provide those, if you want. 1.3.12 is a 'development' version, with support for a LOT more games, with a MUCH better interface on Windows.
Anyways... it's pretty easy to hunt up GtkRadiant, you'll just need to snag BitTorrent to actually download it. It's a program that lets others use your bandwidth to get the file from you if the download is maxxed out. Basically, instead of FilePlanet where you wait in line, if the 'line' is full, someone else passes you a copy. It's a very nice utility, and works quite well.
Once you get the program itself installed, I can see about setting up the files you'll need for NS editing somewhere? Or should I sit down and make an installer for everything?
Is it still on track for 2.1 then? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
and this was 4 pages ago
please post some pics.
Is it still on track for 2.1 then? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
and this was 4 pages ago
please post some pics. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
HEAR YE, HEAR YE! MAPPERS, MODELERS LEND ME YOUR EARS!
IF YE WANTSEST TO FINDEST NANCY REMAKE "SCREENIES" YE NEED ONLY LOAD YE OLD NANCY BY ONE DEVILDOG, OUR REMAKE LOOKEST EXACTLY THE SAME NOW, MINUS YE OLD LIGHTING. THANK YE, THANK YE!
Seriously, there is no need for screens. Load up the old Nancy and imagine it's new, because that's pretty much what ours looks like. ^_^
~ DarkATi
Simple... I wouldn't be able to have an alpha-channel in the image then, so the 'gradient' in the background of my avatar would have to be manually made for this forum, and if they ever changed the colours at all, I'd have to rebuild my Avatar. As it is, I use the same Avatar on every forum I'm on, and it blends nicely into the background on them all. :-) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
PNG alpha channels only work in some browsers. They don't work in IE. Almost everybody uses IE. Everybody just sees your avatar as having a white solid background, with no gradients.
If dim enough, the lighting in the vents would seem to just be ambient, and it would be quite hard to tell that it came from the actual vent textures themselves (since every texture is equally lit, they should all theoretically look the same).
If dim enough, the lighting in the vents would seem to just be ambient, and it would be quite hard to tell that it came from the actual vent textures themselves (since every texture is equally lit, they should all theoretically look the same). <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
sure, I'd say (for a red effect)
[vent_tex] 200 5 5 100
Try that value wolf, Lazer.
~ DarkATi