[MAP] aurora_v1r1

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[MAP] aurora_v1r1

Postby dublpaws » Wed Aug 20, 2008 5:09 pm

home -> http://dublpaws.googlepages.com/aurora
pk3 -> http://dublpaws.googlepages.com/aurora_v1r1.pk3

The triangle count is bit high. I'll take it on faith that it works in CTF mode. :P

Image

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Postby John Galt » Fri Aug 22, 2008 4:15 pm

Another great map, dubl!

Looking forward to the new Aurora effects you were mentioning...
cat /dev/urandom > /dev/mem
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Postby [-z-] » Fri Aug 22, 2008 5:09 pm

Cool map. I like your use of curves, the general layout and the 'hidden ledges'. The aurora looks a little funny on the edges... but I suppose in the middle of fraggin' that'll be the last thing on my mind. I enjoy seeing your mapping style evolve, I wish more players would utilize them as (I believe) you have intended. All in due time I suppose! Keep up the good work.
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Thanks for the comments

Postby dublpaws » Fri Aug 22, 2008 11:51 pm

Torus had some great idea about making this better.
1. To make the aurora more like a ribbon, which is absolutely right on.
2. To utilize the sky box idiom.

While playing on galts server there were some comments regarding its similarity to facing worlds, that I can not deny crossed my mind once or twice. It may be the case that the layout will have to change to mitigate the triangle count which causes noticeable lag.

more structural brushes are needed in any event.

A wall in the middle like Towers.

Code: Select all
+-----+-----+
|>    |    <|
+-----+-----+


or

Code: Select all
     +---+
     | V |
     |   |
+----.   |
|>     ~.|
+--------+

with side walls.
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Postby torus » Sat Aug 23, 2008 12:12 am

By the way Dublpaws, I made a nice texture map for the aurora model I sent you. It's not completely done (it should be animated, and it needs an alpha)- I'll do that when I get home. If you want it, I'll send it your way.

I think a wall in the middle would probably be awful. I like the L-shape concept far more (diagram #2).
Image
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Postby Barfly » Sat Aug 23, 2008 12:47 am

Nicely done :D
But I hate space maps :(

There are so many of them now, and mostly it's just people kickin other players off.
That just doesn't seem like a fight to me.
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Postby qubodup » Sat Aug 23, 2008 12:54 am

looks very nice from the look of the screens. :)

though the vomit-green ground texture does not :roll:
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Postby sev » Sat Aug 23, 2008 7:13 am

Maybe you want to have a look at .ase models, they could help with the triangle problem (triangle count of >150'000 at some places).
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Postby dublpaws » Sat Aug 23, 2008 5:15 pm

sev, I've looked into .ASE with blender. I had to abandon that track. Why? Well This is what I did, wrote a small automation script:
Code: Select all
import os

cmds = ['./q3map2.x86 -v -game quake3 -fs_basepath "/home/dublpaws/nex-242/Nexuiz/" -bsp -meta -patchmeta -subdivisions 6 aurora.map',
        '/usr/lib/gtkradiant/q3map2.x86 -v -connect 127.0.0.1:39000 -game quake3 -fs_basepath "/home/dublpaws/nex-242/Nexuiz/" -fs_game data -meta -convert ase /home/dublpaws/nex-maps/aurora/aurora.bsp']
for cmd in cmds:
    print cmd
    print os.popen(cmd).read()

1. built a map of some patch meshes
2. compiled to bsp
3. converted to ase.
4. import to blender with ase-import-goofos-0.13.py
At this point in blender the imported model has no texturing. I thought maybe the import script tucked that information away somewhere. Guess not.
5. ase-export-6.10.py from blender back to ase
6. import misc_model into gtkradiant
7. ...
8. Hey man, where's the model? It's just a little cube that says shader not found.

I think somewhere between 4 and 5 the texturing information evaporates which leaves radiant in a lurch, unable to display the model. :cry:
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Postby divVerent » Sat Aug 23, 2008 5:45 pm

The ASE export script is broken, forget it.

Use Blender's own OBJ export (with material groups enabled), and my GtkRadiant/q3map2 patch set (which they didn't accept into main svn yet). That worked fine for subseatrack.

You may need a _remap key then, though, or edit the .mtl file to reference the shaders you want (in the map_kd lines of the .mtl file).

You get that stuff from http://svn.icculus.org/nexuiz/trunk/misc/gtkradiant/
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.
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