[MAP] tk471dm1- The Warehouse of DEATH! (version 1.5) FIXED!

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[MAP] tk471dm1- The Warehouse of DEATH! (version 1.5) FIXED!

Postby TK471 » Tue Aug 21, 2007 12:23 am

I've gone and tweaked this map some more, the water on the floors in the hallways now moves a bit, and new lighting fixtures in the hallways... please delete/overwrite the existing map.

http://www.losminstrelsdeldiablo.com/tk471dm1/tk471dm1_nex_aa.pk3

Yes, it's actually fixed :D

ok, there it is, my first map, and it's a big warehouse you can frag around in, there's waypoints for bots, and it's kinda dark, but this is all a learning curve, I don't think it's too bad for only being a 3d modeller and texturizer for, oh, two weeks now? If you folks dig it, can it wind up in a server out there somewhere? I don't have resources for that.

****This download includes items added by Torus and Ronan, thank you.!****

ok, updated it to latest and greatest.... I think it's good now.

**** I did it again, I changed small box textures, needed to fix performance on a lesser machine ***

*** more changes on 2007-09-11 ***
Last edited by TK471 on Mon Sep 17, 2007 10:19 pm, edited 25 times in total.
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Postby torus » Tue Aug 21, 2007 1:53 am

Very cool!

3 things:

First, some z-fighting here:

Image

Thats the only technical problem I can see without the source.

Second, I really wish there was some water in the surrounding hall. Just a bit on the floor. Would make it look cooler imo.

Image

Finally, since its a warehouse, I was sort of expecting some sort of wares in there, to add cover and obstacles. For example, some Conex freight containers scattered around. Especially since there is a machine gun, which could be easily used to camp and MG people from afar.

Image
Image
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Postby TK471 » Tue Aug 21, 2007 2:41 am

The z-fighting, that's that sawblade jagged stuff going on I noticed... I think that's because it's a big room, is there a way to sort that out, hint brushes, or just putting in obstacles to block the long distance views? It was a lot worse actually, before I used the rust texture, experimenting with different textures and light/dark textures helped make it much better than it was.

As far as the boxes/crates/Conex freight case.... yes! That'll probably happen, I could probably model and texture it right in gtkRadiant too, that'll be part of version 1.x.

Water in the hallway, like puddles? or a section cut out of the floor with moving water? I think I know what you mean, more like standing water, but maybe a bit of motion. I'm still sorting out the power of shaders, so I'll see what I can sort out on that.

As for the source, I thought I had left the .map in there, you can decompile the map easy enough with q3map2.

Hope you're enjoying the map otherwise!
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Postby torus » Tue Aug 21, 2007 3:04 am

z-fighting is caused by intersecting brushes. In that case, I would guess the roof brush of the tunnel is overlapping the wall brush. Easy to fisk, just move it back.

As for water, I was thinking of just some standing water all around it, but puddles might work too.
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Postby TK471 » Tue Aug 21, 2007 7:13 pm

I think I've fixed the z-brushes, and I created some Conex freight boxes, new map hopefully will be up this evening. No water yet though.
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Postby TK471 » Wed Aug 22, 2007 3:43 am

There are now boxes and water, you happy? :D

Image
Image

This map may not be as fancy as a lot of the others, but I think it's a good start, and I'm going to try to make another one, I hope this one gets used, have fun with it!

Yes it is dark... I like dark...
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Postby torus » Wed Aug 22, 2007 4:01 am

Yes. Yes I am. BTW, where did you get the textures for those boxes? I want! :D
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Postby TK471 » Wed Aug 22, 2007 4:48 am

I just re-uploaded the file, I had to fix my shader scripts (wrong path from testing). Them boxes, I made them today, just take them from the textures folder and have fun re-texturizing them.
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Postby torus » Wed Aug 22, 2007 3:38 pm

I created some normal maps and gloss maps for a few of the textures, for those of us that play with those on. It adds about half a meg I think. Here is the map file with normal maps and gloss.

The gloss wont be visible on Macs because of the broken OpenGL 2.

http://www.mediafire.com/?bpz0ydrmhry
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Postby TK471 » Wed Aug 22, 2007 4:42 pm

I tried to download it myself, but the link's not responding (the download link at that site).
Is the 'normal' and 'gloss', something else about shaders I don't know yet? I did a google on those, I think I understand. The video card I have in my dual-boot machine (Ubuntu Studio and WinXP) is an NVidia gforce 6200 256MB, and it supports OpenGL2.0, but I also play the game on other machines that don't have that support (old Inspiron 8100 lappy running Ubuntu Studio with a GeForce2Go 16MB card, for example). I'm definately missing out on a lot of cool effects, but I'm not in the market for a new machine for sometime, so the maps I make will probably end up geared towards the hardware I have.

btw, have you tried the map with bots?
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