yea, if you don't have them already, get XP-Cagey's p12 tools from <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=21248' target='_blank'>here</a>
<!--QuoteBegin--Parallax48+Jan 16 2004, 10:40 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Parallax48 @ Jan 16 2004, 10:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> When I think about this and the logistics of it, I think that we should all contribute a rough layout of an adjacent area to where we have been given, with simple placeholder textures and main features only. Then we can discuss the structure of the map an how well it seems to play. When we are all confortable with the layout, then we will know where there is room to add detail.
After the detail is finalised, I think that we should do a good lighting pass, where the entire map is taken into consideration. Without the whole map to look at, it is difficult to light or texture any particular room.
With this in consideration, I am going to keep my portion simple, and propose that we go for 1 day each (for a first pass) and then do a second pass once everyone has laid down their rooms for the detail and for everything that isn't stuctural.
Sounds good?
-Tom / "Parallax" <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Nah, the whole point of this is to see what we do together. It will be very interesting too, to see what everyone does, it'll be like a quilt with everyone adding their own patch with different colors and patterns. Who knows, we may sowe together something really fun or official!
Eep!
~ DarkATi
P.S. I can't make my tram tunnel for this until Monday or Tuesday, I'm out of town right now and this computer doesn't have anything on it. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> So don't pass" it to me too soon FB, okie? Thanks.
Okay, I have finished my first pass. Personally I think that at this point I should hand on this map, and that when everyone else is done I can come back and add more polish (once it is clear what the surrounding areas look like)
Of course, I don't know where to upload these files to...
I just created all the architechture, my part has been made so there is a maximum of 3 areas which the map can extend to, I am not going to create lighting right now as I do not know the exact compile settings for RAD. Of you need to look at it in game add some light entities. Fluffybunny I have PM'd you the URL to the source of which I worked on.
I'm just sayin but....Already thursdays texturing is different from fluffybunny's and parallax's!!!! Try keep to the same style!maybe change the style at the other end of the map (gradually ).
Also fluffybunny pm'd everybody the .rad and the batch file so the you should know the rad settings for now.
<!--QuoteBegin--Moconnor100+Jan 17 2004, 10:56 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Moconnor100 @ Jan 17 2004, 10:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm just sayin but....Already thursdays texturing is different from fluffybunny's and parallax's!!!! Try keep to the same style!maybe change the style at the other end of the map (gradually ).
Also fluffybunny pm'd everybody the .rad and the batch file so the you should know the rad settings for now. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Hmmm Ok, I'll change texture set later, I can swing stuff to fit into it. Moconner, I can't seem to get the batch file to work, nor do I know the env_gamma for the map.
I have put 1.7 in there as the gamma ramp, because that is the reccomended value. I don't mind a higher val since I love contrast. The entity is by the comm chair.
Remember, don't be in too much of a hurry, you have untell Tuesday at midnight (EST) to work on your room. I looked at it, and it needs lights...
Parallax48, use texlights when possible, lights just use up the entity limit. And just because I used the yellowgrey textures in the elivator, dosn't mean that that is all you have to use *cough*Thursday-*cough*
But GJ so far.
Parallax48, leave the info_location's out untell the map is done, it's just easier to look ata map in an editor if they're not there. Since each of you ar working off different doors on my room, you can share your time since it's going to be Wednesday before ehe next person (DarkATi) gets to edit the map.
I made the MS light, because it's supposed to be the home territory for the marines, and they should be able to see where they are going. Use lighting to give your location a special feel.
<!--QuoteBegin--Fluffybunny+Jan 17 2004, 02:54 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fluffybunny @ Jan 17 2004, 02:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Remember, don't be in too much of a hurry, you have untell Tuesday at midnight (EST) to work on your room. I looked at it, and it needs lights...
Parallax48, use texlights when possible, lights just use up the entity limit. And just because I used the yellowgrey textures in the elivator, dosn't mean that that is all you have to use *cough*Thursday-*cough*
But GJ so far.
Parallax48, leave the info_location's out untell the map is done, it's just easier to look ata map in an editor if they're not there. Since each of you ar working off different doors on my room, you can share your time since it's going to be Wednesday before ehe next person (DarkATi) gets to edit the map.
I made the MS light, because it's supposed to be the home territory for the marines, and they should be able to see where they are going. Use lighting to give your location a special feel. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Lights only use up the entity limit when named, don't they? Oh and I couldn't be bothered to change the type "yell" from the texture selector, so I made do with them and it looked nice <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I like having names in the rooms because then we can easily keep track of which part of the map is whoose work. As for my lighting, it seems I had the brigness cranked up pretty high on my game setup, so I have reduced it and will have to adjust the lighting in my areas.
The Mapping FAQ specifies that lighting around the marine spawn is to be mostly point lights and change gradually to radiosity lights as you get closer to the hives. As already mentioned, unnamed point lights are removed from the level after lighting, where radiosity lights take up brushes (and some of them look so ugly).
I will add some radiosity lights in my second pass, however.
Hehe, holy wars already! Don't we love group effort!
<!--QuoteBegin--Fluffybunny+Jan 17 2004, 02:54 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fluffybunny @ Jan 17 2004, 02:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Remember, don't be in too much of a hurry, you have untell Tuesday at midnight (EST) to work on your room. I looked at it, and it needs lights...
Parallax48, use texlights when possible, lights just use up the entity limit. And just because I used the yellowgrey textures in the elivator, dosn't mean that that is all you have to use *cough*Thursday-*cough*
But GJ so far.
Parallax48, leave the info_location's out untell the map is done, it's just easier to look ata map in an editor if they're not there. Since each of you ar working off different doors on my room, you can share your time since it's going to be Wednesday before ehe next person (DarkATi) gets to edit the map.
I made the MS light, because it's supposed to be the home territory for the marines, and they should be able to see where they are going. Use lighting to give your location a special feel. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Info_Location's ignore the "height" coordinate. In other words, place flat brushes the size of the area you want named far below the map itself. Unlike most entities, info_location's do not generate leaks by being outside the level, just make sure you texture 'em with NULL on all sides. Here's a simple ASCII diagram, lol:
|-| < Room in map. . . . . . . . __________ < Info_Location, one unit high, textured with NULL.
This way people can name as they finish off their section and it won't intrude upon other's mapping!
<!--QuoteBegin--Reebdoog+Jan 17 2004, 06:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reebdoog @ Jan 17 2004, 06:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Just for the sake of making it easier, make them 8 units high (the info_locations), those 1 unit things can be such a **** to select sometimes. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Whatever works for you I say, I just make 'em 1 unit because I want em as small as small can be, so they'll absolutely stay out of my way. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Could whoever is holding the map at any given point please post some screenshots and comments on the map so far as you go? It would make this thread interesting, and would be neat to see the map as it progresses.
<!--QuoteBegin--Parallax48+Jan 18 2004, 12:44 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Parallax48 @ Jan 18 2004, 12:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Could whoever is holding the map at any given point please post some screenshots and comments on the map so far as you go? It would make this thread interesting, and would be neat to see the map as it progresses.
-Parallax <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Yes, please, when it's your turn post some screenies everyone!
I also thought it would be interesting to see a minimap progress. Basically type buildminimap in console, then bind a key to +showmap and take a screenshot of that. With that we could show on the minimap as each room was built. Just a thought.
Comments
After the detail is finalised, I think that we should do a good lighting pass, where the entire map is taken into consideration. Without the whole map to look at, it is difficult to light or texture any particular room.
With this in consideration, I am going to keep my portion simple, and propose that we go for 1 day each (for a first pass) and then do a second pass once everyone has laid down their rooms for the detail and for everything that isn't stuctural.
Sounds good?
-Tom / "Parallax" <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Nah, the whole point of this is to see what we do together. It will be very interesting too, to see what everyone does, it'll be like a quilt with everyone adding their own patch with different colors and patterns. Who knows, we may sowe together something really fun or official!
Eep!
~ DarkATi
P.S. I can't make my tram tunnel for this until Monday or Tuesday, I'm out of town right now and this computer doesn't have anything on it. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> So don't pass" it to me too soon FB, okie? Thanks.
Of course, I don't know where to upload these files to...
Screenies...
-Parallax
-Para
I just created all the architechture, my part has been made so there is a maximum of 3 areas which the map can extend to, I am not going to create lighting right now as I do not know the exact compile settings for RAD. Of you need to look at it in game add some light entities.
Fluffybunny I have PM'd you the URL to the source of which I worked on.
...*shivers* yellgrey... MY EYES!
~ DarkATi
Try keep to the same style!maybe change the style at the other end of the map (gradually ).
Also fluffybunny pm'd everybody the .rad and the batch file so the you should know the rad settings for now.
Try keep to the same style!maybe change the style at the other end of the map (gradually ).
Also fluffybunny pm'd everybody the .rad and the batch file so the you should know the rad settings for now. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Hmmm Ok, I'll change texture set later, I can swing stuff to fit into it. Moconner, I can't seem to get the batch file to work, nor do I know the env_gamma for the map.
somebody should decide onthe gamma ramp.....fluffybunny?
-Parallax
Probably not such a bad idea...
-Parallax
Parallax48, use texlights when possible, lights just use up the entity limit. And just because I used the yellowgrey textures in the elivator, dosn't mean that that is all you have to use *cough*Thursday-*cough*
But GJ so far.
Parallax48, leave the info_location's out untell the map is done, it's just easier to look ata map in an editor if they're not there. Since each of you ar working off different doors on my room, you can share your time since it's going to be Wednesday before ehe next person (DarkATi) gets to edit the map.
I made the MS light, because it's supposed to be the home territory for the marines, and they should be able to see where they are going. Use lighting to give your location a special feel.
Parallax48, use texlights when possible, lights just use up the entity limit. And just because I used the yellowgrey textures in the elivator, dosn't mean that that is all you have to use *cough*Thursday-*cough*
But GJ so far.
Parallax48, leave the info_location's out untell the map is done, it's just easier to look ata map in an editor if they're not there. Since each of you ar working off different doors on my room, you can share your time since it's going to be Wednesday before ehe next person (DarkATi) gets to edit the map.
I made the MS light, because it's supposed to be the home territory for the marines, and they should be able to see where they are going. Use lighting to give your location a special feel. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Lights only use up the entity limit when named, don't they?
Oh and I couldn't be bothered to change the type "yell" from the texture selector, so I made do with them and it looked nice <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
The Mapping FAQ specifies that lighting around the marine spawn is to be mostly point lights and change gradually to radiosity lights as you get closer to the hives. As already mentioned, unnamed point lights are removed from the level after lighting, where radiosity lights take up brushes (and some of them look so ugly).
I will add some radiosity lights in my second pass, however.
Hehe, holy wars already! Don't we love group effort!
-Parallax
Parallax48, use texlights when possible, lights just use up the entity limit. And just because I used the yellowgrey textures in the elivator, dosn't mean that that is all you have to use *cough*Thursday-*cough*
But GJ so far.
Parallax48, leave the info_location's out untell the map is done, it's just easier to look ata map in an editor if they're not there. Since each of you ar working off different doors on my room, you can share your time since it's going to be Wednesday before ehe next person (DarkATi) gets to edit the map.
I made the MS light, because it's supposed to be the home territory for the marines, and they should be able to see where they are going. Use lighting to give your location a special feel. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Info_Location's ignore the "height" coordinate. In other words, place flat brushes the size of the area you want named far below the map itself. Unlike most entities, info_location's do not generate leaks by being outside the level, just make sure you texture 'em with NULL on all sides. Here's a simple ASCII diagram, lol:
|-| < Room in map.
.
.
.
.
.
.
.
__________ < Info_Location, one unit high, textured with NULL.
This way people can name as they finish off their section and it won't intrude upon other's mapping!
~ DarkATi
Whatever works for you I say, I just make 'em 1 unit because I want em as small as small can be, so they'll absolutely stay out of my way. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
~ DarkATi
-Parallax
-Parallax <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Yes, please, when it's your turn post some screenies everyone!
~ DarkATi
I assigned everybody in a random order, and that is just where you ended up.
And Parallax48, your section is due by midnight tonight.