[CTF] Egyptronex (remixing an old favorite with some egypt)

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  • Beta release, there are still some more ideas I'd like to put into this but I think I have enough accomplished to share.

    Image
    Image

    Thanks to:
    - MooKow for compiling because my dual core kernel paniced 3 times when trying to compile :shakes fist:
    - SavageX for the original.
    - fabzor for the inspiration with his remix.
    - C. Brutail for some of the models and textures I used from facing worlds.
    - the maker of these awesome Egyptian textures released under the GPL.


    I think this map needs hint brushes but I'm not 100% clear on how to implement them, any help is appreciated the source file is included and the map is released under the GPL (obviously).



    DOWNLOAD HERE

    http://maps.nexuizninjaz.com/egyptronex-b1.pk3
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Tue Apr 28, 2009 5:08 am

  • Wow, looks ALOT better. Nice job!
    Maybe a new skybox next?
    tundramagi
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Tue Apr 28, 2009 5:13 am

  • tundramagi wrote:Wow, looks ALOT better. Nice job!

    Thanks
    tundramagi wrote:Maybe a new skybox next?

    Yes, I was actually talking to MooKow about maybe grabbing one of those nice new GPL ones that were released ~a month ago. I didn't have time look through that pack tonight so I released a beta with one of the game default skyboxes :).
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Tue Apr 28, 2009 6:37 am

  • I like the looks of this map better than the original, but I like the geometry changes even more; they make getting the flag much more of a challenge.

    As for hint brushes, I'm not sure what part you wanted info on, so here's the full explanation (I think). Hint brushes force radiant to split a map up into 'chunks'. Radiant also splits up the map automatically via educated guesses, so you don't nessesarially need to place hint brushes. Durring the vis compile, radiant makes a list of what chunks can see other chunks. Nexuiz (or DP actually) looks at this list and only renders surfaces that are in the map chunks visible from any point in the chunk your player is in; it doesn't neccesarially matter if your player can see the chunk in question. If you want to peek under the hood, you can use r_drawportals 1 to see the boundries of these chunks, or r_showtris 1 and r_showdisabledepthtest 1 to see everything that is actually being processed.

    Probably the simplest way to make use of hint brushes in this map would be to surround any patches with a hint brush - just make a brush that has common/skip on any sides that touch a wall and common/hint elsewhere.
    MRB 255
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Tue Apr 28, 2009 7:18 am

  • Oooooh, very nice.

    Are those statue models also GPL? I think this may make a nice addition to the official maps (this, of course, is somewhat selfish of me isn't it).
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    SavageX
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Tue Apr 28, 2009 7:40 am

  • man this map is sweeet . needs moar man - eating alligators tho
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Tue Apr 28, 2009 7:53 am

  • Well I might have been jumped the gun in saying this is GPL actually. I copied the models from C. Brutail's facing world remake and had just assumed. I've updated the map package with more credits and documentation.

    According to the docs:

    Egyptian model pack: Todd Gantzler

    Pharao model: GIJoe


    Unfortunately the pharao readme says:
    If this model is to be distributed in any way, please remove

    the postal adress/telephone number from this readme-file

    first.


    The other models (cobra):
    Distribution / Copyright / Permissions



    you may use these models, textures, and shaders in your maps.

    you may extract and use just the files you need.

    please include the following information in your

    readme file:



    egypt.pk3 - .md3, texture, and shader files by

    Todd Gantzler Copyright (c) 2001

    http://i.am/professorQ3

    websites dead, no email.



    So I'm not really sure how to contact these people. Anyone have any leads or know where I can find some GPL models to replace them?

    <esteel> iirc cube tried to contact them without success



    By the way, this map is still incomplete. I haven't finished added points to the location system, bot waypoints and I'd like to do an extended version to make it less linear.
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Tue Apr 28, 2009 12:05 pm

Tue Apr 28, 2009 5:10 pm

  • wow good work and i like the prviev with the 'before-after-effect' also cool :)
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Tue Apr 28, 2009 5:38 pm

  • Z , if you get that large load of skyboxes . dont forget to grab the easy add skies zip i made . it has all the shaders in one folder and all them are added in a shaderlist.txt file . just to make it too easy for evryone : ) its located at the bottom of this thread http://forums.alientrap.local/viewtopic.php?t=4092 also , speaker made it easy to browse the skies with a jpg set of all the skies
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    Grasshopper
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Tue Apr 28, 2009 5:44 pm

  • I like the original more :)
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Tue Apr 28, 2009 6:28 pm

Tue Apr 28, 2009 8:49 pm

  • Thx for the thx, but as you can read from face readme, it's not me who's done those models :)

    Anyway, nice remake!
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    C.Brutail
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Sat May 02, 2009 11:51 am

  • Image
    my comments :)
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    Morphed
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Sat May 02, 2009 7:27 pm

  • Morph: where is that from?
    tundramagi
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Sat May 02, 2009 7:35 pm

  • that's my idea for base entrance and since picture says more than a thousand words..
    its simple untextured render with global illumination
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Sun May 03, 2009 1:43 am

  • Image
    I've been letting it grow, here's a sneak peak of new additions beginning.
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Sun May 03, 2009 7:16 am

  • Something I just thought of.. that 'nex' bunker has always bugged me; you can't jump over it, and there's nothing (visible) to indicate the fact that you can't. Perhaps you could take a look at this?
    MRB 255
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Sun May 03, 2009 7:25 am

  • Morphed wrote:that's my idea for base entrance and since picture says more than a thousand words..
    its simple untextured render with global illumination


    Looks good, you should add it.
    tundramagi
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Sun May 03, 2009 4:10 pm

  • MRB 255 wrote:Something I just thought of.. that 'nex' bunker has always bugged me; you can't jump over it, and there's nothing (visible) to indicate the fact that you can't. Perhaps you could take a look at this?


    Perhaps you missed the jumppads I added to the sides and the overall increase in the skybox (still growing) in the screenshot above.
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Sun May 03, 2009 4:17 pm

  • Well, I miss them too :P

    They look like misc_teleporter_dest :P
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    C.Brutail
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Sun May 03, 2009 4:38 pm

  • C.Brutail wrote:Well, I miss them too :P

    They look like misc_teleporter_dest :P


    whooooooops, I'll have to change that :-P

    was a little tired working on it last night.
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Sun May 03, 2009 5:00 pm

Sun May 03, 2009 11:41 pm

  • Make sure you put octagonal caulk columns down the center of the patches so they will properly deal with bullets.
    tundramagi
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Mon May 04, 2009 12:07 am

  • tundramagi wrote:Make sure you put octagonal caulk columns down the center of the patches so they will properly deal with bullets.


    Thanks for the tip
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