[Map][DM][Beta] Treasure Island Beta 3 (and some questions)

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.

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Postby torus » Mon May 19, 2008 8:41 pm

Grappling is only enabled in some servers, but the trigger_hurt is there even without grapple. Do what you wish, but I can guarantee that you will get complaints.

As for adding/creating models for maps, this is a very useful skill to know. Join #nexuiz.editing on irc.quakenet.org, and I'll help you through the process, if you want.
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Postby sev » Tue May 20, 2008 7:02 am

So, after a good night's sleep I had some time to think about all your suggetions.

I will continue working on the map in about 1 week, as besides my newfound profession of a junior mapper I sporadically have to study :wink: .

Some of the things I am going to work on:

Water: The water shader looks absolutely great if reflections are turned on, but not if turned off (screenshot).
Image
I will build a version with a shader and a version with a more realistic looking water texture, so you can decide yourself. Or I will need to create a completely new water shader... Anyway, I will work on that.

I will remove the trigger_hurt from the water and make it deeper, but only so much that the player cannot look below the water surface, in this way I do not have to add anything that worsens performance. I also will make it a pain in the a* to move around in (sorry :P ), so my original concept of game flow stays the same.

I will add some sharks (fins) and going near one becomes an instant kill.


Clips: I am going to work on the clips as well, trying to make it obvious where you can go and where not. I will keep the clips on the roofs. I will remove the trigger_hurt at the ceiling and experiment with something else.


I also will make the beach bigger to make it more inviting to play on. (And maybe a "sandier" texture)


Until then, some questions about the "story"/info_textures:
I am interested in who can and who cannot read the info_textures (letter on the desk, map at the wall, notes at the treasure chamber), due to quality/resolution settings.
Of course I am also interested in who found the treasure chamber based on the hints in the letter and on the map?


Thanks again for all your help.
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Postby Strahlemann » Wed May 21, 2008 10:39 am

sev wrote:
About the scale: The problem is that I fit it into the blocksize grid, scaling it up by 1.5 will be a problem.



scaling it up is no problem. q3map2 can do it for you. take a look at the scale-switch: http://en.wikibooks.org/wiki/Q3Map2#General_options
This means that you can continue working on your map like you're used to, but you can scale it during the compile-process (so there's no out-of-grid-pain :))
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Postby esteel » Wed May 21, 2008 12:20 pm

But check the map afterwards.. i think there were problems with scaling up in a Nexuiz map.. Aggressor maybe? It had to be scaled twice to keep the lightmap intact.
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