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Old 03-24-2008, 05:24 AM   #21
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Ok so I had to start over from scratch b/c I noticed something I was doing that was just stupid and it was quicker to just restart and build from scratch then to go back and try to fix my mistake.

So I'm about 2 more jumps left to get back to where I was before. Nothing really SS worthy yet as I just got them back and I'm still not happy with my roof texture so I'll probably spend a few hours getting a new texture for that anyway.

Slight change as well; decided instead of a button I'm going to use a chalkboard model and write it on there...that way people don't have to wait to push the button or push it again if they don't get it first off. Need to either contract someone to make me that or do it myself (probably the former for times sake).

Will update more when I have more to tell.
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Old 03-24-2008, 10:05 AM   #22
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What were you doing? :P
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Old 03-24-2008, 10:57 AM   #23
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Quote:
Originally Posted by KubeDawg
Ton of trouble? Takes maybe 15 seconds to open an asston of vtf files in vtf editor once you've extracted the portal st00fz.
You have no idea what you're talking about. It's not any where near 15 seconds because the new textures for the EP2 engine are in a different format. So basically he would have to extract all of them, find the ones he wants, edit them to comply with EP1 and continue from there.
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Old 03-24-2008, 02:17 PM   #24
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Quote:
Originally Posted by Player
What were you doing? :P
Well when I started out I was making one huge block for the room, then I would add another block on top of that so that it was raised from the floor and there was a jump area, same with the walls, they were one huge block to surround the room and then that same block that made the jump part also covered part of the wall.

This was fine until I started texturing it and noticed that a huge percent of my map was getting textured (walls and floor) that really didn't need to be. So I started going back and cutting the parts that I didn't need and making separate blocks, this started to jack up things b/c in a lot of parts I had two different rooms (sometimes 3) sharing a common wall, so when I cut it or added a trim or whatever then it was messing up the other side and the other room.

I spent probably about 2hours trying to clean everything up when I finally decided to scrap it and just restart...took me about 5hours to get everything back to where it was (still missing 2 rooms that I had before) but in the long run, I think it was better.

Also a lot of my sizes were just arbitrary like 34 unit thick walls in some places and like 12 in others, and just really random height sizes, so it is much cleaner now...I have 8 unit thick walls everywhere and anywhere there is a common wall there is actually 2 8 unit thick walls. And I am using multiples of 8 for the walls and floors always. Plus with my new texture, I was able to go through and get the right look for each wall now cause I know what theme I'm using as opposed to trying to fit it into the map later on like I was doing before.

Nothing major I guess, but it would have bugged the hell out of me knowing stuff was there like that.
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Old 03-25-2008, 02:43 AM   #25
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Is it done yet? LOL just kidding doc. probably a good call but you learned from it.
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Old 03-25-2008, 05:05 AM   #26
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yep...managed to get back to where I was at today and I'll be moving forward a little tomorrow...might have some SS for you all by the end of the week!
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Old 04-07-2008, 04:10 AM   #27
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lol well not exactly the end of the week, but link to gallery in first post.

Up to jump 13 out of 20!

Hopefully beta by end of next week or so.
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Old 04-07-2008, 04:29 AM   #28
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looks fun, but some of the jumps seem a bit advanced for a noob-training map?
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Old 04-08-2008, 05:13 AM   #29
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Quote:
Originally Posted by fishBurger
looks fun, but some of the jumps seem a bit advanced for a noob-training map?
you know I'm wondering that, but I want to wait til a beta to really test that out. Maybe I'll make it an alpha first to test out just the jumps with some newb concers and then once I have the jumps just right get a beta out that everyone can check out / comment on.

I'm hoping with the instructions on the chalkboards it shouldn't be really difficult for a newb to pull off and with the tele's I plan on adding worst case they can always skip ahead (though I'm really hoping most wont).

idk testing will pretty much mold all that...and if a jump is to hard I can either tweek it or remove it all together.
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Old 04-08-2008, 05:44 AM   #30
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Quote:
Originally Posted by Dr.Satan
test out just the jumps with some newb concers
I'm a newb concer :'(
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Old 04-08-2008, 03:41 PM   #31
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Me too, I've never conc'd a day in my life. Release beta pl0x
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Old 04-25-2008, 07:59 PM   #32
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Almost finished!

All the leaks are gone, tele's seem to be working properly now, and I got all the jumps completed!

I just need to test out the resup trigger, add locations, and fix up some lighting / texture issues that I've noticed and I can get a beta out! I'll try to finish that all up tonight and put out a beta late tonight / early tomorrow.

If not then it will have to wait for Sunday cause my little brother's b-day party is tomorrow so I'll be out of town.
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Old 04-25-2008, 10:30 PM   #33
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will there be balloons?
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Old 04-25-2008, 11:36 PM   #34
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no...well maybe
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Old 04-26-2008, 12:40 AM   #35
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Well...seeing as the compile I started at 1:05pm MST is still running and hasn't even finished vvis yet, I'm going to doubt it will be done tonight...I expected compile to be shorter...we'll see though.
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Old 04-26-2008, 01:06 AM   #36
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Quote:
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Well...seeing as the compile I started at 1:05pm MST is still running and hasn't even finished vvis yet, I'm going to doubt it will be done tonight...I expected compile to be shorter...we'll see though.
Ouch. That's a bad sign. Vis should not take long at all if you func_detail everything properly.
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Old 04-26-2008, 02:17 AM   #37
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Quote:
Originally Posted by squeek.
Ouch. That's a bad sign. Vis should not take long at all if you func_detail everything properly.
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Old 04-26-2008, 11:53 AM   #38
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About 4-5 months ago I said FF needed something like this, and I even mentioned Portal as an inspiration. I'm glad to see someone is working on it.
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Old 04-26-2008, 11:35 PM   #39
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yeah it's almost done...

I stopped that compile b/c it was taking forever (like 8+ hrs). So I went thru and made as much func_details as I could w/out leaking and recompilied.

That then gave me another error saying that I had too many T-junctions due to func_details and killed vbsp so I know have to go thru and remove some? (lame shit IMO...how can you have too many func_details!) Once I finish that, I just need to add in my last few locations and test everything out and it should be ready for beta.

Still in Ft. Collins (out of town) so I probably wont get to work on it any until late tonight...
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Old 04-27-2008, 01:55 PM   #40
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That then gave me another error saying that I had too many T-junctions due to func_details and killed vbsp so I know have to go thru and remove some?
just compile with -notjunc in vbsp expert compile
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