[MAP] Rust Vents

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

Moderators: Nexuiz Moderators, Moderators

Postby Mr.Carlyle » Thu Aug 09, 2007 1:39 am

Clueless Newbie wrote:
Vociferous wrote:Takhis Debates rustvents 0 of 12
195.249.40.23:23000
or
takhis.net:23000

There you go, its not the worlds greatest server but none the less

Couldn't find it. How does one join directly to a server in Nex? Through the console? (in which case; what's the cmd?)


Open the console type this:

connect 195.249.40.23:23000 or connect takhis.net:23000

The map looks pretty cool. Although I would have liked to see some textures using bump mapping. That would look fantastic. Also, I would have like some way of getting into those pipes without laser jumping as once you have the quad and are on the ground you're basically out of luck. Other than that all I have to say is...Big! 8)
Image
Mr.Carlyle
Alien
 
Posts: 148
Joined: Sat Jun 16, 2007 6:17 pm
Location: USA

Postby Clueless Newbie » Thu Aug 09, 2007 6:48 am

Mr.Carlyle wrote:Open the console type this:

connect 195.249.40.23:23000 or connect takhis.net:23000

Thanks. I couldn't remember hte command. 8)

One oddity I noticed on that server was that the powerups (strength, health, and shield) lay on the ground rather than hang suspended high up in the pipes - which they do when I test the map on my comp. What gives?

The map looks pretty cool. Although I would have liked to see some textures using bump mapping. That would look fantastic.

? All the textures in that map have bump maps and normal maps.

Also, I would have like some way of getting into those pipes without laser jumping as once you have the quad and are on the ground you're basically out of luck. Other than that all I have to say is...Big! 8)

Thanks. 8)
2 GHz Mac Pro
Mac OS X 10.6.2
nvidia GeForce 8800 GT
Clueless Newbie
Keyboard killer
 
Posts: 518
Joined: Wed Jan 03, 2007 1:01 pm

Postby Clueless Newbie » Thu Aug 09, 2007 6:50 am

Shoe wrote:It looked just plain white to me, unless that's what you were going for :)

The skybox I made is a light grey sky with shades of red, blue, and white. Not a flat white surface.

Hmm..
2 GHz Mac Pro
Mac OS X 10.6.2
nvidia GeForce 8800 GT
Clueless Newbie
Keyboard killer
 
Posts: 518
Joined: Wed Jan 03, 2007 1:01 pm

Postby divVerent » Thu Aug 09, 2007 7:30 am

Clueless Newbie wrote:
Mr.Carlyle wrote:Open the console type this:

connect 195.249.40.23:23000 or connect takhis.net:23000

Thanks. I couldn't remember hte command. 8)

One oddity I noticed on that server was that the powerups (strength, health, and shield) lay on the ground rather than hang suspended high up in the pipes - which they do when I test the map on my comp. What gives?


You are probably using an old Nexuiz version. To make items not fall down, you have to give them the spawnflag 1 or the property "noalign" with value "1". This rule actually existed before, but how they fall down changed.

Speaking of the skybox, no idea, the map is too large for me to download now. Will check later.

Expecting a bugfixed version soon... and will put it on the RBI server then.

Can you also evenly distribute DM spawn points to the areas that have no CTF spawn points? Then the map would probably work for keyhunt too.

Speaking of the file size... it really is too large. Do something about it. Maybe you can reduce the JPEG quality factor.

12528k - your JPG files
10276k - after a lossless jpegoptim run (apparently your JPG writing tools are bad and wasteful) and removing EXIF data and comments (jpegoptim --strip-all *.jpg)
6604k - after reducing to 95% quality (jpegoptim --strip-all -m95 *,jpg)
4748k - after reducing to 90% quality (jpegoptim --strip-all -m90 *,jpg)
3888k - after reducing to 85% quality (jpegoptim --strip-all -m85 *,jpg)

The 95% variant is certainly harmless, the others may be too much. Just try that out... this alone would bring the pk3 to an acceptable size.

Also, making the ZIP with 7zip saves another 420k.

If you want, I can do these changes for you - tell me so and I'll fix, optimize and repack it for you.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
divVerent
Site admin and keyboard killer
 
Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

Postby divVerent » Thu Aug 09, 2007 8:08 am

Are your _norm textures generated from the _bump ones (in which case you can delete them as DP would autogenerate them anyway) or are they "true" normalmaps?

Edit: my optimized and fixed version is now at http://hagger.rbi.informatik.uni-frankf ... -test1.pk3. If you accept it, I will rename it to Rustvents.pk3, otherwise I'll wait for your version.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
divVerent
Site admin and keyboard killer
 
Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

Postby Clueless Newbie » Thu Aug 09, 2007 9:02 am

divVerent wrote:One oddity I noticed on that server was that the powerups (strength, health, and shield) lay on the ground rather than hang suspended high up in the pipes - which they do when I test the map on my comp. What gives?

You are probably using an old Nexuiz version. To make items not fall down, you have to give them the spawnflag 1 or the property "noalign" with value "1". This rule actually existed before, but how they fall down changed.[/quote]
I'll give it a shot. I won't be able to test this to make sure it works, though, since it already works the way I want on my machine. :?

Can you also evenly distribute DM spawn points to the areas that have no CTF spawn points? Then the map would probably work for keyhunt too.

The DM spawn points are already spread out on the map. But I can add some more.

Are there any other changes that need to be made to make this map useful for KH?
Speaking of the file size... it really is too large.

Yeah.. I wondered about that.. The file is 2-3 times larger than the average Nex map.

If you want, I can do these changes for you - tell me so and I'll fix, optimize and repack it for you.

That would save me a lot of work, so please do - but wait until I've uploaded a new version; there are some changes that need to be made.
2 GHz Mac Pro
Mac OS X 10.6.2
nvidia GeForce 8800 GT
Clueless Newbie
Keyboard killer
 
Posts: 518
Joined: Wed Jan 03, 2007 1:01 pm

Postby divVerent » Thu Aug 09, 2007 9:16 am

Too late, hope I don't have to do all the work twice. I added a keyhunt mapcfg, optimized all the JPEG files and added the spawnflag 1 to the suspended entities (eight in total, I think - two strength, two shield, four health100).

Keyhunt requires nothing else - just big maps and many spawnpoints.

Rustvents is now being played on RBI.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
divVerent
Site admin and keyboard killer
 
Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

Postby Clueless Newbie » Thu Aug 09, 2007 10:22 am

divVerent wrote:Too late, hope I don't have to do all the work twice. I added a keyhunt mapcfg, optimized all the JPEG files and added the spawnflag 1 to the suspended entities (eight in total, I think - two strength, two shield, four health100).

No, I don't think you'd have to do it all again. I won't be changing the textures, so you can just repack the optimized ones with the new bsp once I've compiled the map again. In fact, when the time comes I'll just send you a link to the bsp and then you can repackage it. But that won't be until I've played the map on RBI a couple of times to see what other changes need to be made.

How do you add "spawnflag 1", btw? Key:Spawnflag Value: 1?

Keyhunt requires nothing else - just big maps and many spawnpoints.

Did you add spawns to the map or were there enough?
Rustvents is now being played on RBI.

8)
2 GHz Mac Pro
Mac OS X 10.6.2
nvidia GeForce 8800 GT
Clueless Newbie
Keyboard killer
 
Posts: 518
Joined: Wed Jan 03, 2007 1:01 pm

Postby divVerent » Thu Aug 09, 2007 11:00 am

Clueless Newbie wrote:No, I don't think you'd have to do it all again. I won't be changing the textures, so you can just repack the optimized ones with the new bsp once I've compiled the map again. In fact, when the time comes I'll just send you a link to the bsp and then you can repackage it. But that won't be until I've played the map on RBI a couple of times to see what other changes need to be made.


Actually, the textures are the simplest part - one single comamnd line.

How do you add "spawnflag 1", btw? Key:Spawnflag Value: 1?


Almost: key is spawnflags, value is 1.

Keyhunt requires nothing else - just big maps and many spawnpoints.

Did you add spawns to the map or were there enough?


I think there were enough. Maybe you could add some more in the middle area though, but not needed.

And... don't send just the BSP, but maybe the BSP and the MAP.

Also... did you consider changing -samplesize when compiling the map (maybe to 16)? That would get the BSP smaller, but make shadows a bit jagged (which shouldn't be visible on your map much, also you can use -filter and -samples 3 in the -light stage to counter that). Also worth trying is setting gridsize in worldspawn to something higher. In capturecity for example, I added a key gridsize with value 128 128 128 to worldspawn. The higher, the less accurate the player model and item lighting gets, but the smaller the BSP gets. Also, don't forget to specify -deluxe in the lighting stage for better visuals (and so your normal maps get actually used), I haven't checked yet if you did!

If you want, I can also try recompiling the map with different settings to check out quality and BSP file size. But I can't do that now, maybe later.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
divVerent
Site admin and keyboard killer
 
Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

Postby Clueless Newbie » Thu Aug 09, 2007 12:44 pm

divVerent wrote:did you consider changing -samplesize when compiling the map (maybe to 16)? That would get the BSP smaller, but make shadows a bit jagged (which shouldn't be visible on your map much, also you can use -filter and -samples 3 in the -light stage to counter that). Also worth trying is setting gridsize in worldspawn to something higher. In capturecity for example, I added a key gridsize with value 128 128 128 to worldspawn. The higher, the less accurate the player model and item lighting gets, but the smaller the BSP gets. Also, don't forget to specify -deluxe in the lighting stage for better visuals (and so your normal maps get actually used), I haven't checked yet if you did!

I see the necessity of a smaller map file, but I also want the map to look good. I have to find a middle ground there.. B/
The switches I used to compile this map in the light phaze were:

-bouncegrid
-deluxemap
-shade
-bounce 8
-samples 8

I'll check out your suggestions the next time I compile this thing.

If you want, I can also try recompiling the map with different settings to check out quality and BSP file size. But I can't do that now, maybe later.


Sure. 8)
2 GHz Mac Pro
Mac OS X 10.6.2
nvidia GeForce 8800 GT
Clueless Newbie
Keyboard killer
 
Posts: 518
Joined: Wed Jan 03, 2007 1:01 pm

PreviousNext

Return to Nexuiz - Editing

Who is online

Users browsing this forum: No registered users and 1 guest

cron