[MAP] tk471dm1- The Warehouse of DEATH! (version 1.5) FIXED!

Discuss anything to do with Nexuiz here.

Moderators: Nexuiz Moderators, Moderators


  • I've gone and tweaked this map some more, the water on the floors in the hallways now moves a bit, and new lighting fixtures in the hallways... please delete/overwrite the existing map.

    http://www.losminstrelsdeldiablo.com/tk471dm1/tk471dm1_nex_aa.pk3

    Yes, it's actually fixed :D

    ok, there it is, my first map, and it's a big warehouse you can frag around in, there's waypoints for bots, and it's kinda dark, but this is all a learning curve, I don't think it's too bad for only being a 3d modeller and texturizer for, oh, two weeks now? If you folks dig it, can it wind up in a server out there somewhere? I don't have resources for that.

    ****This download includes items added by Torus and Ronan, thank you.!****

    ok, updated it to latest and greatest.... I think it's good now.

    **** I did it again, I changed small box textures, needed to fix performance on a lesser machine ***

    *** more changes on 2007-09-11 ***
    Last edited by TK471 on Mon Sep 17, 2007 10:19 pm, edited 25 times in total.
    TK471
    Alien
     
    Posts: 119
    Joined: Wed Aug 01, 2007 2:41 pm

Tue Aug 21, 2007 1:53 am

  • Very cool!

    3 things:

    First, some z-fighting here:

    Image

    Thats the only technical problem I can see without the source.

    Second, I really wish there was some water in the surrounding hall. Just a bit on the floor. Would make it look cooler imo.

    Image

    Finally, since its a warehouse, I was sort of expecting some sort of wares in there, to add cover and obstacles. For example, some Conex freight containers scattered around. Especially since there is a machine gun, which could be easily used to camp and MG people from afar.

    Image
    Image
    User avatar
    torus
    Forum addon
     
    Posts: 1341
    Joined: Sun Dec 24, 2006 6:59 am
    Location: USA

Tue Aug 21, 2007 2:41 am

  • The z-fighting, that's that sawblade jagged stuff going on I noticed... I think that's because it's a big room, is there a way to sort that out, hint brushes, or just putting in obstacles to block the long distance views? It was a lot worse actually, before I used the rust texture, experimenting with different textures and light/dark textures helped make it much better than it was.

    As far as the boxes/crates/Conex freight case.... yes! That'll probably happen, I could probably model and texture it right in gtkRadiant too, that'll be part of version 1.x.

    Water in the hallway, like puddles? or a section cut out of the floor with moving water? I think I know what you mean, more like standing water, but maybe a bit of motion. I'm still sorting out the power of shaders, so I'll see what I can sort out on that.

    As for the source, I thought I had left the .map in there, you can decompile the map easy enough with q3map2.

    Hope you're enjoying the map otherwise!
    TK471
    Alien
     
    Posts: 119
    Joined: Wed Aug 01, 2007 2:41 pm

Tue Aug 21, 2007 3:04 am

  • z-fighting is caused by intersecting brushes. In that case, I would guess the roof brush of the tunnel is overlapping the wall brush. Easy to fisk, just move it back.

    As for water, I was thinking of just some standing water all around it, but puddles might work too.
    Image
    User avatar
    torus
    Forum addon
     
    Posts: 1341
    Joined: Sun Dec 24, 2006 6:59 am
    Location: USA

Tue Aug 21, 2007 7:13 pm

  • I think I've fixed the z-brushes, and I created some Conex freight boxes, new map hopefully will be up this evening. No water yet though.
    TK471
    Alien
     
    Posts: 119
    Joined: Wed Aug 01, 2007 2:41 pm

Wed Aug 22, 2007 3:43 am

  • There are now boxes and water, you happy? :D

    Image
    Image

    This map may not be as fancy as a lot of the others, but I think it's a good start, and I'm going to try to make another one, I hope this one gets used, have fun with it!

    Yes it is dark... I like dark...
    TK471
    Alien
     
    Posts: 119
    Joined: Wed Aug 01, 2007 2:41 pm

Wed Aug 22, 2007 4:01 am

  • Yes. Yes I am. BTW, where did you get the textures for those boxes? I want! :D
    Image
    User avatar
    torus
    Forum addon
     
    Posts: 1341
    Joined: Sun Dec 24, 2006 6:59 am
    Location: USA

Wed Aug 22, 2007 4:48 am

  • I just re-uploaded the file, I had to fix my shader scripts (wrong path from testing). Them boxes, I made them today, just take them from the textures folder and have fun re-texturizing them.
    TK471
    Alien
     
    Posts: 119
    Joined: Wed Aug 01, 2007 2:41 pm

Wed Aug 22, 2007 3:38 pm

  • I created some normal maps and gloss maps for a few of the textures, for those of us that play with those on. It adds about half a meg I think. Here is the map file with normal maps and gloss.

    The gloss wont be visible on Macs because of the broken OpenGL 2.

    http://www.mediafire.com/?bpz0ydrmhry
    Image
    User avatar
    torus
    Forum addon
     
    Posts: 1341
    Joined: Sun Dec 24, 2006 6:59 am
    Location: USA

Wed Aug 22, 2007 4:42 pm

  • I tried to download it myself, but the link's not responding (the download link at that site).
    Is the 'normal' and 'gloss', something else about shaders I don't know yet? I did a google on those, I think I understand. The video card I have in my dual-boot machine (Ubuntu Studio and WinXP) is an NVidia gforce 6200 256MB, and it supports OpenGL2.0, but I also play the game on other machines that don't have that support (old Inspiron 8100 lappy running Ubuntu Studio with a GeForce2Go 16MB card, for example). I'm definately missing out on a lot of cool effects, but I'm not in the market for a new machine for sometime, so the maps I make will probably end up geared towards the hardware I have.

    btw, have you tried the map with bots?
    TK471
    Alien
     
    Posts: 119
    Joined: Wed Aug 01, 2007 2:41 pm

Wed Aug 22, 2007 4:52 pm

  • Really? The dl link works just fine for me.

    Normal maps and gloss maps give the illusion of 3d texture. They are read by the engine as such if the normal/gloss map has the same name as the source texture, + _norm or _gloss. They shouldn't affect performance by themselves, although the dynamic lighting which really makes them look good does.
    Image
    User avatar
    torus
    Forum addon
     
    Posts: 1341
    Joined: Sun Dec 24, 2006 6:59 am
    Location: USA

Wed Aug 22, 2007 6:28 pm

  • Map from the screenshots looks amazing..like fun wise, actually how i pictured it would look!!1

    going to give it a bash, looks like a nice map to make some nice frags :D
    :]

    Image

    kojn translates into horse.

    Signature Pic based on UT-Clan Mates describing trying to spam me and getting confused which routes I take :D
    k0jak
    Forum addon
     
    Posts: 1103
    Joined: Tue Feb 28, 2006 11:36 pm

Wed Aug 22, 2007 6:39 pm

  • Thanks, it's a simple map, actually, but I've been enjoying it with some bots, but I hope to see it on a server somewhere, sometime, being used, and play against some real people. Thanks Torus for adding the extra texture efx, I'll have to try them out when I get home! Should we replace the link at top?
    TK471
    Alien
     
    Posts: 119
    Joined: Wed Aug 01, 2007 2:41 pm

Wed Aug 22, 2007 6:54 pm

  • Sure, why not. It only adds .4 mb.
    Image
    User avatar
    torus
    Forum addon
     
    Posts: 1341
    Joined: Sun Dec 24, 2006 6:59 am
    Location: USA

Wed Aug 22, 2007 7:03 pm

  • I really like your map, great work :D

    A little problem here :

    Image

    Also, in your pk3 you can remove :
    maps/tk471dm1.bak
    maps/tk471dm1.prt
    maps/tk471dm1.srf

    And it's would be nice if you add a maps/kh_tk471dm1.mapcfg file , with for example :
    Code: Select all
    g_keyhunt 1
    g_keyhunt_teams 3
    timelimit 15
    fraglimit 1000
    changelevel tk471dm1
    Ronan
    Alien trapper
     
    Posts: 292
    Joined: Tue Mar 20, 2007 10:25 pm
    Location: France

Wed Aug 22, 2007 7:44 pm

  • I'm pretty much new to Nexuiz, so I started with a deathmatch config, but by all means we can add others... any others I should add?

    I'll update with new changes and repost, unless someone else beats me too it :D

    ps, thanks, glad you like the map, I had fun with it! It is a newb map, not to shabby.

    pps, I'll fix that light mount, easy enough to do.
    TK471
    Alien
     
    Posts: 119
    Joined: Wed Aug 01, 2007 2:41 pm

Thu Aug 23, 2007 2:14 am

  • it's excellent for a first map, you are really talented, I hope you can make others one :)

    For others game mode, lms should be interesting, tdm maybe; arena dom rune are not very used...

    lms_tk471dm1.mapcfg
    Code: Select all
    set g_lms 1
    set fraglimit 10
    set timelimit 20
    changelevel tk471dm1

    arena_tk471dm1.mapcfg
    Code: Select all
    set g_arena 1
    set fraglimit 0
    set timelimit 15
    changelevel tk471dm1

    tdm_tk471dm1.mapcfg
    Code: Select all
    set g_tdm 1
    set fraglimit 30
    set timelimit 15
    changelevel tk471dm1


    In order to have a complete pk3, you can add a 256x256 picture of your map (maps/tk471dm1.jpg) and a txt file for each game mode. A model from the map Bleach :

    dm_bleach.txt
    Code: Select all
    Bleach (dm_bleach)
    maps/bleach

    A large multiple arena map.

    Players: 6-12

    Weapons: Machine Gun, Mortar,
    Electro, Crylink, Hagar,
    Rocket Launcher

    Powerups: Strength

    Gametype: Deathmatch

    Author:
    Paul Evers
    Ronan
    Alien trapper
     
    Posts: 292
    Joined: Tue Mar 20, 2007 10:25 pm
    Location: France

Thu Aug 23, 2007 3:09 am

  • *whew*, your makin' me work here, lol! ok, adding such items, and reposting momentarily.. need to test the map after recompile.
    TK471
    Alien
     
    Posts: 119
    Joined: Wed Aug 01, 2007 2:41 pm

Thu Aug 23, 2007 3:44 am

  • OK, I updated my link with Torus new bits included, and game configs and info recommended by Ronan, mentioned in the notes, and I think it's good to go (I fixed that lighting brush issue shown above). Please let me know if it winds up on a server anywhere so I can log in and get fragged in my own map (I am a glutton for punishment). Thanks to all who've help me with my questions, and with sorting out this map, hope you enjoy...
    TK471
    Alien
     
    Posts: 119
    Joined: Wed Aug 01, 2007 2:41 pm

Fri Aug 24, 2007 4:59 am

  • Really, really nice map for a first map!

    Some problems I've found, just tiny details to perfect it out:

    Some Z-fighting:
    Image
    Move the brush at least one qu (smallest possible unit) away from the transparent brush and it's fixed.

    And I miss a couple of ladders to climb up to the second floor with:
    Image

    And maybe make the freight containers feel a bit bigger than they are?

    Otherwise it's pretty much ready for playing on! :]

    I'm expecting this on some servers soon... :)
    User avatar
    FruitieX
    Keyboard killer
     
    Posts: 588
    Joined: Mon Nov 13, 2006 4:47 pm
    Location: Finland

Fri Aug 24, 2007 12:49 pm

  • There's a couple of ways to get up there already, although I suppose ladders would add to the look (and there is a ladder entity in gtkradiant, I think I saw it).

    Some of the z-fighting doesn't show up when I look at it, but I'll look at it and straighten it out.

    As far as the box size, this is a spec from a real one (which I didn't exactly follow):
    http://www.transportplanning.com/big1.html
    Mine is shorter length, but I like the height. They need to be bigger/smaller?

    Oh, and I tried out the gloss/normal map effects added by Torus.... wow! Huge difference, thank you for adding those details (I'll have to remember this for my next map creations)!

    Thanks everyone for feedback on the map, I do appreciate it, as I really hope to see the map get enjoyed out there.
    TK471
    Alien
     
    Posts: 119
    Joined: Wed Aug 01, 2007 2:41 pm

Fri Aug 24, 2007 12:54 pm

  • Yes this is a very nice map for a first time.

    Although, did anyone else realize that the middle section where the mortar/megahealth/armors are is floating in mid air? :twisted:
    Image
    User avatar
    Mr.Carlyle
    Alien
     
    Posts: 148
    Joined: Sat Jun 16, 2007 6:17 pm
    Location: USA

Fri Aug 24, 2007 12:56 pm

  • I thought about the 'realism', but also considered this is a strange world where alien/robot/werewolf/lizard beings frag each other, so I think a floating chamber of frag is ok :wink:
    TK471
    Alien
     
    Posts: 119
    Joined: Wed Aug 01, 2007 2:41 pm

Fri Aug 24, 2007 5:33 pm

  • floating chambers are okay with me. :lol: (electro-magnets?)

    i like the corner jump pads but i think 1 or 2 would be enough. (although its fun to jump from one side to the other and back again)

    i would like some handles or something on the containers so you can jump-climb on them, but that would be too much work i guess.
    4m [PB] (amoebios)

    This is Your world.
    The mysterious Mr. 4m
    Forum addon
     
    Posts: 1402
    Joined: Wed Mar 01, 2006 6:03 pm
    Location: germany

Sat Aug 25, 2007 4:47 am

  • OK... I think for the time being, this map is where it needs to be, so, here's some screenshots of the latest fixes, including the gloss/normal maps from Torus in these pics:

    Fixed this light by putting in a backing fixture (issue with transparency and z-fighting)
    Image

    re-scaled freight boxes.

    Image

    Added a couple of ladders per request:
    Image

    Gloss looks good in the wet hallways!
    Image

    Image

    death chamber
    Image

    Image

    ok, enough with the pics, just download from the very top of this thread and have fun with it already, thanks!
    TK471
    Alien
     
    Posts: 119
    Joined: Wed Aug 01, 2007 2:41 pm

Sat Aug 25, 2007 7:23 am

  • I recorded a demo with a few bots. Is there a way to convert the video (I normally use virtual dub, what codec to view the demo? Or is it a codec?)?
    TK471
    Alien
     
    Posts: 119
    Joined: Wed Aug 01, 2007 2:41 pm

Sat Aug 25, 2007 9:44 am

  • if the vid is recorded as an .vi its video format is raw yv12 (if nothing has changed) this is the format most soft- and hardware uses internally. Any good player should be able to cope with it. mplayer does. My guess is that VLC does too
    the spice extend life!
    the spice expand conciousness!
    the spice is vital to space travel!
    sooooo.. tell me what you want, waht you really-really want
    I will proceed directly to the intravenous injection of hard drugs, please.
    User avatar
    tChr
    Forum addon
     
    Posts: 1501
    Joined: Tue Feb 28, 2006 9:11 pm
    Location: Trondheim, Norway

Sat Aug 25, 2007 6:23 pm

  • TK471 wrote:I recorded a demo with a few bots. Is there a way to convert the video (I normally use virtual dub, what codec to view the demo? Or is it a codec?)?


    Then it should be in the Nexuiz/data/demos folder with the filename.dem format.

    People who have Nexuiz can view that demo or you can use cl_capturevideo 1 while watching the demo to create an .avi. You'll then have to encode that AVI.
    Image
    User avatar
    Mr.Carlyle
    Alien
     
    Posts: 148
    Joined: Sat Jun 16, 2007 6:17 pm
    Location: USA

Sat Aug 25, 2007 8:43 pm

  • Bumped off the demo I recorded, because it doesn't work with the new map (people running thru boxes!).
    Last edited by TK471 on Thu Aug 30, 2007 8:35 pm, edited 1 time in total.
    TK471
    Alien
     
    Posts: 119
    Joined: Wed Aug 01, 2007 2:41 pm

Mon Aug 27, 2007 4:53 pm

  • A friend of mine finally saw my map, and pointed out that I needed some smaller boxes to jump around on.... which, I suppose I could've had thought things thru, next map will be better planned (I did just crank this thing out). But, I made some small crates, using some transparency, so I'm testing it to see how it looks and plays, if it's nice I'll repost a new version.
    TK471
    Alien
     
    Posts: 119
    Joined: Wed Aug 01, 2007 2:41 pm

Next


Return to Nexuiz - General Discussion




Information
  • Who is online
  • Users browsing this forum: No registered users and 1 guest