Blocking unwanted light

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Postby Clueless Newbie » Wed Jul 25, 2007 7:54 am

tZork wrote:torus is right, i need the mapfile to get the compleate picture.

Ok. I've uploaded it again. This one includes the .map file. Same link:

http://www.notam02.no/~clund/nexuiz/RustVents.pk3

BTW: I've noticed that many of the maps that are in play come with .map files. Is there any particular reason for this?
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Postby KadaverJack » Wed Jul 25, 2007 8:16 am

Clueless Newbie wrote:BTW: I've noticed that many of the maps that are in play come with .map files. Is there any particular reason for this?

Except for letting other ppl tinker with it: no ;)
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Postby tZork » Wed Jul 25, 2007 2:00 pm

Cool map, i like the feeling and style =) Just make sure you place some easely identifiable stuff evey here and there so ppl dont get *too* lost. ;)

First off, the shader contains some wired charas:
Code: Select all
Ê Êqer_editorimage textures/rustvents/light

Proly some tab replacements, but regardless what, they will likely confuse q3map2.
heres a fixed shader: http://zdev.dvrdns.org/tmp/rustv/rustvents.shader

Second alot of wallls, pipes etc where joint in a bad way:
http://zdev.dvrdns.org/tmp/rustv/Untitled-1.jpg

And theres alot of halfhidden / soawning multiple rooms faces.
http://zdev.dvrdns.org/tmp/rustv/Untitled-2.jpg

Fixing thise things will proly reduce the leak amounts. (and it most cetrinly will help preformace)
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Postby Clueless Newbie » Wed Jul 25, 2007 9:25 pm

tZork wrote:Cool map, i like the feeling and style =) Just make sure you place some easely identifiable stuff evey here and there so ppl dont get *too* lost. ;)

I'm planning on putting some signs here and there. Arrows to the bases and so on.

And I'm glad you guys like what you see so far. B)
First off, the shader contains some wired charas:
Code: Select all
Ê Êqer_editorimage textures/rustvents/light


Hm. I don't get any "Ê"s in my text editor.
Proly some tab replacements, but regardless what, they will likely confuse q3map2.
heres a fixed shader: http://zdev.dvrdns.org/tmp/rustv/rustvents.shader

Thanks. I'll give it a shot (but my editors will probably just put them right back in there).
Second alot of wallls, pipes etc where joint in a bad way:
http://zdev.dvrdns.org/tmp/rustv/Untitled-1.jpg

Ooh.. that's going to take a lot of work to fix... ;p
And theres alot of halfhidden / soawning multiple rooms faces.
http://zdev.dvrdns.org/tmp/rustv/Untitled-2.jpg

I was wondering about those. So it's better to increase the number of brushes than exposing textured surfaces to the outside?
Fixing thise things will proly reduce the leak amounts. (and it most cetrinly will help preformace)

I'll give it a shot. However, the leaks appear in places where neither of those two flaws are present.

And since you're poking around in my map anyway... I've used three hint brushes. In your opinion, did I use them correctly? I only have a vague idea of how they work.
I noticed that the frame rate increase threefold in some parts of the map after I added them, so they seem to have at least some effect. Are there other places where you think I should add hint brushes?
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