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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Thu Oct 29, 2009 11:30 am

  • Well... technically the second. The first was a year and a half ago while following -z-'s tut. But that doesn't count. :P

    All models made with 3dsmax. Ran into some pretty mindboggling problems importing ASE. But it seems to work now. Thanks to tZork, Rad_Ished, morphed, and Dax for helping.

    There is still the problem where NetRadiant seems to insist that no shaders were found for ASE models with multiple textures (i.e. multi/subobject models). Even if there are actually and they show up ingame. Spent 2 days trying to fix it only to find out that the problem was the editor, not my ASE files.

    If anyone knows anything about how to fix this, I'd appreciate the help. It's kinda hard to place models in a map covered with blue and black and magenta checkers. ;d

    Anyway here are some early screenshots. A bit dark still (the weird shadows is because this is still only a test compile). Still playing with light values. Spent a good 6 hours trying to make the skybox work too, but it finally did. :D

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    Next things to learn: How to make jumppads using custom models (i dont like portals), how to mirror one side exactly like the other side (this is a ctf map), and how to make a killvolume for people falling over the edge of my little planet.
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    Oblivion
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Thu Oct 29, 2009 12:30 pm

  • wow Dokujisan, I like that style. This is really a totally different feeling than any map I played before. Somehow this reminds me a bit of Tim Burton's Nightmare before Christmas. I dunno about gameplay, since I cannot test it at the moment, but the style is definitely remarkable!
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    halogene
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Thu Oct 29, 2009 12:35 pm

  • Oish. I'm not Doku. LOL. Though I am in a sense a Dokumon. har har! Or a ho (HOCTF server players). Whichever works. XD

    Thanks. :)

    Elements of the layout and artstyle is taken from Miniman, my favorite map (just twisted it further into the crazy side... I mean. This map will have fish). This will have a lot of jumping around. Hence why I need to learn to make and place more jumppads for le noobs too.
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    Oblivion
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Thu Oct 29, 2009 12:56 pm

  • wow the map is awesome :D
    maybe make a hallowenn versoin?
    with grey stone ground (with little glowing lava 'wires'), tombstones and smoke emitters over the ground and grey-darkred fog would be cool ;)

    but its cool for an easter event :D
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    Sven
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Thu Oct 29, 2009 1:44 pm

  • What? You are not Doku? Oh, shhh! The map is crap then.

    8)

    No, seriously, no idea why I was addressing you as Dokujisan. Funny, really. I still like that style ;) can't wait to test it out.

    Edit: Now we only would have to make gravity work towards the planet's center... with the right skill you would be able to send grenades into orbit :shock:
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    halogene
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Thu Oct 29, 2009 2:42 pm

  • Looks like a pretty neat map, doku!

    ;-)

    Looking forward to it!
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Thu Oct 29, 2009 3:01 pm

  • bahahaha xD
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    Sven
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Thu Oct 29, 2009 3:47 pm

  • Looking at the images, I've LOL'ed up :D
    Awesome!
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    C.Brutail
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Thu Oct 29, 2009 3:58 pm

  • Pretty sweet for a first map :D
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Thu Oct 29, 2009 5:10 pm

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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    toneddu2000
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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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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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    Oblivion
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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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    sev
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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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    Oblivion
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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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    Oblivion
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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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    Samual
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Sat Oct 31, 2009 12:38 pm

Sun Nov 01, 2009 4:35 pm

  • celshader would be awesome :D
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    Sven
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Sun Nov 01, 2009 8:18 pm

  • Cel-shading blows chunks. :P
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Thu Nov 05, 2009 8:07 pm

  • Hi,

    i totally like the look of this map :) About the mirroring: Why not make two worlds, one with the red flag and one with the blue, and provide a way between the two [jumppads, teles, little planets/moons to hop/laserjump].
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Thu Nov 05, 2009 9:16 pm

Fri Nov 06, 2009 3:10 am

  • Cel-shading is over, it's washed up, its history, it'll never work in this town again.
    Flying Steel
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Fri Nov 06, 2009 4:17 am

  • Flying Steel wrote:Cel-shading is over, it's washed up, its history, it'll never work in this town again.

    MORE LIES --- But well, this really is a worthless argument :P
    Do it yourself, or stop complaining.
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    Samual
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Fri Nov 06, 2009 5:18 am

  • Samual wrote:
    Flying Steel wrote:Cel-shading is over, it's washed up, its history, it'll never work in this town again.

    MORE LIES --- But well, this really is a worthless argument :P


    This argument is over, it's washed up, its history, it'll never work in this town again.
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Fri Nov 06, 2009 7:15 am

  • Flying Steel wrote:
    Samual wrote:
    Flying Steel wrote:Cel-shading is over, it's washed up, its history, it'll never work in this town again.

    MORE LIES --- But well, this really is a worthless argument :P


    This argument is over, it's washed up, its history, it'll never work in this town again.


    MORE LIES --- I'm jumping in to get the last word. Now it's over :P
    I have left this website with the rest of the GPL Nexuiz community. You can find us at Xonotic.org
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    Lee_Stricklin
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Fri Nov 06, 2009 11:18 am

  • No comrade Lee_Stricklin, its not over. It has only just begun. :P

    Map looks preddy damn cool Oblivion, gunna try it out this weekend. Style reminds me a bit of The Neverhood (one of my all-time favorite games =)
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    <Diablo> quake1 never had a weapon like that.
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Fri Nov 06, 2009 11:31 am

  • lda17h wrote:Hi,

    i totally like the look of this map :) About the mirroring: Why not make two worlds, one with the red flag and one with the blue, and provide a way between the two [jumppads, teles, little planets/moons to hop/laserjump].


    BTW: is there a download available somewhere? I must have missed it..
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    lda17h
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Fri Nov 06, 2009 11:46 am

  • Oh no d/l :( damn.
    HOF:
    <Diablo> the nex is a "game modification"
    <Diablo> quake1 never had a weapon like that.
    <Vordreller> there was no need for anything over 4GB untill Vista came along
    <Samua>]Idea: Fix it? :D
    <Samua>Lies, that only applies to other people.
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    tZork
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Fri Nov 06, 2009 1:05 pm

  • WE WANT PK3!!!
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
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