My first map - Happy Place

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 toneddu2000 » Thu Oct 29, 2009 9:01 pm

Very interesting idea, Oblivion, IMHO the only suggestion I could say is to find a "more" personal style, for example a more "cartoonish" mood, with maybe a celshading light mode (is it possible on Nexuiz? I don't know! :D ) or like sev did in treasure island, with a very bright illumination, because I don't find dark areas to be so appropriate in a map like this. But is just an opinion!

EDIT:for multi-sub objects, maybe I've the solution( I tested in Blender but maybe is the same!), tomorrow night I'll search what I used some months ago!
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Postby fronten » Thu Oct 29, 2009 11:14 pm

nice idea!
i feel like the little prince of that french novel!

still looks a bit small though..

please dont go for the cellshading comment. CS may look okay, but really is not.
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Postby Oblivion » Fri Oct 30, 2009 4:42 am

Ew bumps. :d Anyway, ran into more problems. Succeeded in creating jump pads and kill volumes, etc.

Had a problem with exceedingly long compiles but fixed it by adding caulked little brushes inside my ASE models.

Had another problem with FPS dropping harshly, then realized it was because I placed WAY too many powerups in the map.

Lastly, something unsolvable. It seems it's impossible to flip (i.e. mirror) an ASE model in radiant. >.< So I had to redo the entire terrain again so it's rotated 180, not mirrored. Although I did make the playing area larger and better looking in doing so.

Sif I know how to make or use celshading shaders anyway XD

Took me a long while just to even get my sky working. But it's looking awesome, If I may say so. Mwahahah.

Image

It's nearly done. All that's left is arranging it again, then making map configs and preparing it for pk3.
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Postby sev » Fri Oct 30, 2009 7:17 am

I like this kind of map, looking forward to explore it :mrgreen:

Oblivion wrote:Lastly, something unsolvable. It seems it's impossible to flip (i.e. mirror) an ASE model in radiant. >.< So I had to redo the entire terrain again so it's rotated 180, not mirrored.


I'm not sure if I understand this correctly. Did you originally want to mirror it, or rotate it by 180°?
Rotating is easy: Use the "angle" key in the entities window.
Mirroring isn't too complicated either. While you cant mirror the model itself, you should be able to use all transformation options on the ase source (brushes or meshes), and you simply make 2 ase models (model.ase and model_mirrored.ase).
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Postby Oblivion » Fri Oct 30, 2009 8:33 am

*sigh*

Spent the entire day looking for a solution to this very simple problem.

sev:

1) Not rotating exactly, flipping. As in mirroring it one side to the other. It works fine for brushes but for my ASE models they all just move a little bit to this way and that but do NOT actually flip.

2) I already gave up the possibility of flipping ASE models, so I redid my entire terrain mesh and rearranged my models in it so it would be possible to rotate it this time to 180 and not mirror it like I originally planned. HOWEVER, as soon as I hid all the stuff which shouldn't be rotated, selected what should be rotated and clicked the Rotate Z button... voila! They all danced like little ballerinas on their INDIVIDUAL pivots. And that obviously is not what I wanted >.<

That's hours lost on something that wouldve been over in a second if I had been modeling, so this is extremely frustrating.

I'm kinda afraid that the only solution might be to individually rotate them move them to the other side and then spend painstaking minutes trying to place them exactly just like the other side. So if anyone knows an easier way, please pipe up. I've been searching the net for hours on how to make CTF maps in radiant and end up with nothing at all.

EDIT: Finally, found the friggin rotate button. >.< I was using arbitrary and 90 degree the whole time. However, there still seems to be the problem of some models (namely those which I had rotated earlier) rotating on their own axes instead of the axis of the group.

3) And a very very weird problem. It seems that as soon as I added armor, ammo, and HP items on my map (2 megaarmor, 1 megahp, 4 medium hp, 4 medium shards, 16 small shards of hp and armor, and <10 ammo) my FPS drops to 8 for whatever reason. If I remove them but leave the weapons, FPS is fine again.

I'm just about ready to give up. :x
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Postby Oblivion » Fri Oct 30, 2009 11:33 am

Ok, I think I got it rotated correctly now. I went ahead and deleted ASE models which I had rotated before (so they all of them remain on the same Z plane), then rotated models first, then triggers, then targets, then caulks. I know I probably couldve done it all at once, but I played it safe (at the expense of probably minor inconsistencies between the two sides).

Also, the weird vis bug seems to have resolved itself again... by itself. ;d Probably something went poop with some of my compiles and isn't the fault of the map itself at all.
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Postby Samual » Fri Oct 30, 2009 1:59 pm

I adore tiny worlds in games.... It reminds me of Little Big Planet (Awesome game btw.... srsli)
Do it yourself, or stop complaining.
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Postby The mysterious Mr. 4m » Sat Oct 31, 2009 12:38 pm

i'm looking forward to playing on this map, it looks like lots of fun! :D
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Postby Sven » Sun Nov 01, 2009 4:35 pm

celshader would be awesome :D
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Postby Flying Steel » Sun Nov 01, 2009 8:18 pm

Cel-shading blows chunks. :P
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