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Old 06-30-2005, 09:29 AM   #21
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good idea and nice pics so far.
keep on the work and gl
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Old 07-01-2005, 07:01 AM   #22
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Quote:
Originally Posted by jerm
Have you used the nodraw texture?
The nodraw doesn't delete faces untill after the stage where the compiler snags, I think.

I am using tons of nodraw, hint brushes, and clip brushes for efficiency though. I've started deleting all the interesting parts so it'll still run, but the textures have all fallen out of hammer. Guess it's time to reinstall sdk content... or something.
Work work work...

P.S. Thanks for the comments. Encouragement helps.
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Old 07-01-2005, 04:51 PM   #23
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how long is the compile time abouts. if i may ask?
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Old 07-01-2005, 07:19 PM   #24
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it looks very promising
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Old 07-03-2005, 05:37 AM   #25
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Quote:
Originally Posted by Morrow
how long is the compile time abouts. if i may ask?
The map won't compile now, and the last time it did is was quite a bit smaller than it was now, but it took around 20 minutes or so then, I think. That was with full vis and rad too (I <3 the new compilers, by the way).

Also, the textures are broken somehow. All the texutres I've applied show up on everything correctly, but when I try to browse for them hammer just locks up. Has anyone experienced/fixed a similar problem?
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Old 07-04-2005, 04:49 AM   #26
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aww bummer. Map looks pretty orgasmic

Some reason it reminds me of the last level of Halo (the original) when you have to race around inside the ship before it blows up (spoiler alert)

think its the dust particles meets machine and stuff. well done.
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Old 07-04-2005, 10:15 AM   #27
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Why thank you.

And: Ha! I feel dumb. The problem with the textures was that the texture browsing screen was stuck off the side of my monitor. I was using two monitors, and had the texture browser open on the extra one. Now that I'm using one monitor again, it got stuck over on the right where I couldn't get it. L - O - L.

I hope the good devs here at FF read my note about the env_texturetoggle and make me some switchable team-color textures. I'll need them for this map, and I'm way too lazy/ignorant to make textures myself.
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Old 07-04-2005, 07:12 PM   #28
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yah i know shit all about texturing. other then i 'fit them' most of the time.
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Old 07-05-2005, 08:04 PM   #29
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Wooty!! It both compiled and didn't crash when it loaded! I smuggled out a few new screenshots before the feds arrived. To quote the compiler:

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
brushes 7659/8192 91908/98304 (93.5%) VERY FULL!
brushsides 65137/65536 521096/524288 (99.4%) VERY FULL!

The map is close to being to the point where you spend hour after hour straightening out textures, fixing entity bugs, and smoothing things out.

This is a view of the offensive base, with the new skycar entrances on the far left and right (it'll be a rideable vehicle). Also, I've installed a lower route. Please note that the skybox isn't installed at this point, and in the future the cliff won't just end like that.



This is the entrance to the defensive base. Don't worry, it'll get a lot lighter in here once all the lighting fixtures are installed. The defenders spawn room is right in the middle there. Also, that big squaire area the crosshair is pointing at a corner of is where a team symbol is going to be (like, a big skull in a hexagon, or the blue castle thingy).



And this is just inside one of the skycar entrances. The lights in the back there just plain didn't work.

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Old 07-05-2005, 09:57 PM   #30
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Looks awsome. you should have the team logo on the wall (on 2nd screenshot) and have like the team colour spotlight it. would look sick. maybe more fog even....
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Old 07-05-2005, 10:45 PM   #31
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I was playing around with making clouds of dust blow around. You can see them in the first set of screens, but they're gone in the second set. The dust sprites cut through the bridge, and you can see big hideous lines where they intersect. I spent a lot of time getting screenshots that didn't have any of this cutting for the first set of shots

So if I can get the dust to work (i'm using a env_smokestack, btw) I'll have myself some cheap volume fog. Perhaps I could use static sprites ala de_dust2.

If I can't get that to work, I'll turn up the fog, yea.
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Old 07-06-2005, 12:00 PM   #32
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Can you get higher res screenies, cos I can't see shit o_O
And maybe up the quality (defaults the jpeg quality to 50 which sux) cos the colours look really dull :<
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Old 07-06-2005, 12:26 PM   #33
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I'm reminded of the Chronicles of Riddick when I see this map. Very nice design, very original.
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Old 07-06-2005, 05:03 PM   #34
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holymotherfuck i want this map !!!!!

it looks SOOOO ace!!, not sure about the floating square rock wall in background, i assume you can fix all that up with a 3d skybox or something???
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Old 07-09-2005, 05:54 AM   #35
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This sounds good to me, acctuly would make a good new gametype imo.
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Old 07-09-2005, 08:25 AM   #36
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im against football in tfc.. i just fell sport maps in tfc is wrong, same with concmap and funmaps.. to me it ruins the gameplay aspect. i say stick to CTF and A/D
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Old 07-09-2005, 10:37 AM   #37
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concmaps are for skill practise. it makes you a better offy player on CTF maps
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Old 07-09-2005, 01:11 PM   #38
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Not really, there's heaps of concmappers who are average at offy. Plus they don't teach you dm.
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Old 07-09-2005, 02:04 PM   #39
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but they teach you to conc. Which is vital for offy med/scout. I've learnt plenty concmapping. I can now accuratly look at a place I want to land and adjust the height of the conc to get there. + TFC isn't all about DM, ala the scout

Nice looking map man - hope you can get it done soon. Mine's very slow progress.
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Old 07-09-2005, 10:53 PM   #40
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you dont really need a concmap to help you do these things, well, not since bhop was killed, back then it kinda helped cause you needed to be able to have your brain work pretty fast focusing on 2 or 3 concs at once !
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