[CTF] Gasolinepowered_v1r4

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.

Moderators: Nexuiz Moderators, Moderators

Tue Jan 19, 2010 1:43 pm

  • With FruiteX's permission I am trying to finalize Gasoline Powered to get it into the game. Making it very true to the original just with minor flow improvements such as fixing the machine gun area, retexturing (using a lot of Agelith's work from http://alientrap.org/forum/viewtopic.php?f=19&t=5607) and the addition of non-obstructing detail that makes the level more relevant, such as space shuttles and solar panels, transforming it into a rather believable space elevator from earth.

    Very relevant to the game and the right era into the future.

    As discussed with many other players the two other revisions I have come across are fail, gasolinepowered_new and gasolinepowered_v2r3 due to completely changing the already healthy level balance. So staying true to the original is very important and not adding overwhelming detail that will hinder fps.

    Basic concept is as follows.

    Image

    If I could get some help, with someone making the solar panels and space shuttle models that would be awesome!
    (similar to avatar!)
    http://www.enjoyspace.com/uploads/news/ ... avatar.jpg
    I was thinking oblivion's great modeling work would fit perfectly but if anyone else could help that would be great! i have not skills modeling at all :(


    Also, I have had many suggestions to make an "following gravity field" and when you escape it you slow down and float out to space and die.
    http://mapraider.com/maps/zoom/?mapid=4062&imageid=2
    I plan to use trigger_impulse to do this, although I have yet to learn how to use this.

    Anyone interested in the project I would really appreciate it! My mission is to get this although simple rectangular yet fun and fast passed level into the game! As it has been waiting to do so for a long time!
    ImageImage
    User avatar
    Cuinnton
    Member
     
    Posts: 43
    Joined: Tue Aug 11, 2009 11:31 am
    Location: Melbourne, Australia

Tue Jan 26, 2010 3:53 am

  • Not a mapper in any way, but I think that the map should be almost completely symmetrical. If you put solar panels on one side, you should put solar panels on the other. I also think it would be more bad ass if the shuttle was on one of the edges of the center of the map. I'll modify a snapshot so you get an idea of what I'm talking about.
    I have left this website with the rest of the GPL Nexuiz community. You can find us at Xonotic.org
    User avatar
    Lee_Stricklin
    Alien trapper
     
    Posts: 404
    Joined: Sat Jun 21, 2008 8:42 pm
    Location: Midwest

Tue Jan 26, 2010 11:37 am

  • Yes Lee_Stricklin the map will symmetrical. :D I would love to have the spaceship models flying floating around the space elevator for an even better effect.

    I am still having trouble with the skybox.
    viewtopic.php?f=2&t=5938&p=74791#p74791

    And have yet to find a modeler for the solar panels and space ships. Although I still have a lot more detail, LIGHTING, trick jumps and animation to do.

    This is what I have done so far...

    http://www.youtube.com/watch?v=gJVwzMgZouw

    enjoy!
    ImageImage
    User avatar
    Cuinnton
    Member
     
    Posts: 43
    Joined: Tue Aug 11, 2009 11:31 am
    Location: Melbourne, Australia

Thu Feb 11, 2010 2:14 am

  • what's the status on this?
    Dokujisan
    Forum addon
     
    Posts: 1199
    Joined: Sat Oct 07, 2006 4:31 pm
    Location: Louisville, Kentucky

Thu Feb 11, 2010 6:27 pm

  • I have free time to make solar panels tomorrow, but I really can't commit to a fullblown space shuttle just yet. Will post files here tomorrow for the panels though.
    User avatar
    Oblivion
    Alien trapper
     
    Posts: 253
    Joined: Thu Oct 18, 2007 10:42 pm
    Location: Philippines

Sun Feb 14, 2010 12:53 pm

  • gasolinepowered_v1r4_beta1 released
    The basic layout and textures have are finished with the following left to be done...

    Problems to be resolved:
    - Skybox (polluted earth) isn't seamless enough, 2 faces needs to be photoshoped
    - Having problems getting the skybox to produce the light needed to illuminate level
    - 3d skybox needs the addition of various satellites, shuttles and rotating space junk
    - projectiles need to float into space and not a appear to hit a wall
    - fuel station, and train signs need to be fixed

    Additions to be made:
    - solarpannels
    - more realistic detail
    - possibly a lower level train station in the 3d sky box with moving
    - possibly warpzones instead of teleporters
    - possibly the use of func_impulse to make a more realistic space death
    - better packaging of level
    - a nice minimap

    Hope I can get as much feed back on the level as possible. FriuteX will hopefully lend a little help with some of the more technical endeavors Also thank you to oblivion for you interest :D GLHF


    http://omploader.org/vM2p1Ng
    ImageImage
    User avatar
    Cuinnton
    Member
     
    Posts: 43
    Joined: Tue Aug 11, 2009 11:31 am
    Location: Melbourne, Australia

Sun Feb 14, 2010 2:39 pm

  • Excellent. I'll do some changes and upload here when done. It won't work until 2.5.3 where warpzones (hopefully) will be included.
    Image
    User avatar
    FruitieX
    Keyboard killer
     
    Posts: 588
    Joined: Mon Nov 13, 2006 4:47 pm
    Location: Finland

Sun Feb 14, 2010 7:47 pm

  • ImageImageImageImage
    Yay! Still compiling, this was only the first bounce...
    Image
    User avatar
    FruitieX
    Keyboard killer
     
    Posts: 588
    Joined: Mon Nov 13, 2006 4:47 pm
    Location: Finland

Sun Feb 14, 2010 8:27 pm

  • http://www.hrfdesign.com/crap/maps/ctf/ ... _beta1.pk3
    Did various updates and completely remade the lightning on the map. You can enter through the doors in the bases now, BTW. :P
    The warpzones will only work with both the Nexuiz datas and the engine compiled from the git branch "div0/warpzones".
    Image
    User avatar
    FruitieX
    Keyboard killer
     
    Posts: 588
    Joined: Mon Nov 13, 2006 4:47 pm
    Location: Finland

Mon Feb 15, 2010 7:02 am

  • AWESOME WORK! I love the doorways, work quite well. It's a bit to bright now and its missing texture water0 and the warpzone texture for obvious reasons. I'll leave the warpzones to you.
    Also there is already a gasolinepowered_v2r3 so ill either call the next release gasolinepowered_v3r1_beta or maybe solarpowered or fusionpowered or space elevator seeing burning gasoline in space is pretty stupid? Although solarpowered could be a nice level in its self, a small solar tower. Anyway if anyone else has any ideas please speak out.

    I forgot to ask? is it possible to make the skybox use HDR lighting, so when you look into the sun it "burns you eyes" with glare.

    I'll spend another couple of days on it then make another release for you to tinker.
    I plan to:
    - Fix the sign textures so they don't have a black outline
    - Make all the detail in the 3d skybox
    - solar panels
    - maybe a space ship that docks at the red base, then disappears and then docks at the blue base. Also a moving elevator train
    - many other tweaks

    2.5.3 is a great deadline, hopefully making it good enough to get in the game! :D
    ImageImage
    User avatar
    Cuinnton
    Member
     
    Posts: 43
    Joined: Tue Aug 11, 2009 11:31 am
    Location: Melbourne, Australia

Mon Feb 15, 2010 6:08 pm

  • I don't think HDR skybox is possible at the moment...
    The water is intentionally done as a separate shader, odd that it doesn't work... The idea was to just remove the reflective shader, since it together with warpzones lowers performance a lot. Also, it is intentionally bright too, just play it with defaults and it should look alright (which is what all maps should be like, and not require contrastboost 3 :P) Maybe could be darkened a bit now that I think about it, but hey, most Nexuiz maps are too dark anyway...
    Image
    User avatar
    FruitieX
    Keyboard killer
     
    Posts: 588
    Joined: Mon Nov 13, 2006 4:47 pm
    Location: Finland

Mon Feb 15, 2010 6:38 pm

  • Tell you what though guys, that high resolution skybox really is nice.
    fishsticks
    User avatar
    Rad Ished
    Keyboard killer
     
    Posts: 609
    Joined: Wed Jun 27, 2007 8:00 am
    Location: Not the Netherlands

Mon Feb 15, 2010 8:13 pm

  • Hopefully there won't be any licensing issues with that, as Cuinnton made it with the free version of terragen. Guess we can't release it under the GPL then... :(
    Image
    User avatar
    FruitieX
    Keyboard killer
     
    Posts: 588
    Joined: Mon Nov 13, 2006 4:47 pm
    Location: Finland

Mon Feb 15, 2010 9:15 pm

  • what if i bought terragen 2? Its quite expensive, would I have to buy it under the personal license or the commercial license? that would allow it to be released for sure under the for sure GPL?

    As you may have noticed i have not training in 3d graphics. So to my understanding objects in the 3d skybox only appear if you compile -vis (unless they are intersecting the primary skybox)?
    I can't compile using -vis due to some memory problem. I'm thinning of taking out ram might help. Otherwise ill leave the full compile to you I thats ok :)
    ImageImage
    User avatar
    Cuinnton
    Member
     
    Posts: 43
    Joined: Tue Aug 11, 2009 11:31 am
    Location: Melbourne, Australia

Tue Feb 16, 2010 3:39 pm

  • Actually I'm not sure at all... Morfar seems to have put some skyboxes into svn trunk which I think he created with terragen, should get in touch with him if he just did it with the free version or if he has a license. In addition, the terragen page seems to be down so there's no way to check :P
    Image
    User avatar
    FruitieX
    Keyboard killer
     
    Posts: 588
    Joined: Mon Nov 13, 2006 4:47 pm
    Location: Finland

Tue Feb 16, 2010 3:49 pm

  • 17:47:23 <@div0> free license does not allow to make renders for release under the GPL
    17:47:31 <@div0> but, it does allow making it for releasing as public domain
    17:47:39 <@div0> which then allows others to take it and put under GPL :P
    17:48:58 <@div0> not that I recommend doing that :P
    Image
    User avatar
    FruitieX
    Keyboard killer
     
    Posts: 588
    Joined: Mon Nov 13, 2006 4:47 pm
    Location: Finland

Fri Feb 19, 2010 11:53 am

  • Oh lawdy. SO SORRY. COMPLETELY forgot about this. Shame too since making the panels IS quite easy.

    Anyway here are the panels:

    DOWNLOAD: http://omploader.org/vM2xwYg/solarpanel.7z

    It's already arranged into its own directories.

    for the ASE file:
    /models/solarpanel/solarpanel.ASE
    for the textures:
    /textures/solarpanel/panels.jpg
    /textures/solarpanel/panels_gloss.jpg
    /textures/solarpanel/panels_bump.jpg
    (you can safely delete this to conserve final pk3 size)
    /textures/solarpanel/panels_norm.jpg
    /textures/solarpanel/solarmetal.jpg
    /textures/solarpanel/solarmetal_gloss.jpg


    Note that original resolution is 1024x1024. You may want to resize them all to fit your needs. You can use the solarmetal.jpg texture for connector textures (which can be done by brushes).

    Cheers, and looking really good. :)

    Image

    P.S. Just an idea: For the spaceship, you can ask the OpenSource project VegaStrike http://vegastrike.sourceforge.net. I used to contribute there. I made a few spaceships for them too (granted, all VERY noobish since I was very new at that time), but I don't have the files anymore. They have some excellent models there, all GPL. Might need some reexporting for usage in nexuiz. But getting an .obj file and the associated textures should be easy. Just ask around in their forums.
    User avatar
    Oblivion
    Alien trapper
     
    Posts: 253
    Joined: Thu Oct 18, 2007 10:42 pm
    Location: Philippines

Mon Feb 22, 2010 12:34 pm

  • Awesome thanks mate! Looking good. Might adjust the color a little to fit the level.

    Making the space train as we speak, taking longer than i thought. Detail is key :) Might get FruiteX to do the movement for I have no idea how to get something to move through a 3d skybox.
    ImageImage
    User avatar
    Cuinnton
    Member
     
    Posts: 43
    Joined: Tue Aug 11, 2009 11:31 am
    Location: Melbourne, Australia

Thu Feb 25, 2010 10:49 am

  • could I just get an idea for a deadline? So I can't miss the date for 2.5.3. I estimate at the rate I'm going I need another week for it to look orgasmic :P

    Then beyond that what is let to be done is:
    - animate elevators with mega health inside, which will only be available when elevator is present.
    - animate space crafts
    - door opening/closing sounds
    - slightly darker lighting
    - small skybox fix
    ImageImage
    User avatar
    Cuinnton
    Member
     
    Posts: 43
    Joined: Tue Aug 11, 2009 11:31 am
    Location: Melbourne, Australia

Sat Mar 06, 2010 7:11 pm

  • Don't tell anyone I said this, but you could take a month and still make it, I think.

    Anyway, I really like it so far. Maybe now the map will shake the "assoline" moniker.
    Roanoke
    Advanced member
     
    Posts: 96
    Joined: Fri Dec 26, 2008 2:32 am
    Location: Camping mortar spawn

Mon Mar 08, 2010 2:02 pm

  • Here's what I have completed for you FruiteX. I have named the level space elevator, which is a much more fitting name.
    http://omploader.org/vM3J0aQ

    What is left for you to do:

    - fixing and using the original purple slime that was with gasolinepowered_v1r2 (I can't get it to work)
    - fix blue control pad texture so it is illuminated
    - door open/close sounds
    - gravity slows as you fall away from elevator using func_impulse
    - solar panels somehow unable to be walked on
    - because i increased the skybox to 2048x6 the sun is in a different position and the shader needs to be adjusted
    (the current skybox size is about 10MB, if this is to big please use .jpg @ 95% quality or something. If you lower the resolution it will lose to much detail when you zoom and won't look as good)
    - slightly darker that previous revision, with more focus on shadows from sun
    - animate space elevator
    - more detailed objects in 3d skybox if you feel is necessary, possibly with animation
    - anything else you think is needed :)

    Also mickrip http://mickrippon.com/ has provided me with a song if wanted. I think its a nice theme for the level.

    So for now that's it for me on this. I will be going over another level next. Will just have to decide which one is in need of an update, or maybe make a similar themed level but larger with vehicles or an onslaught map. Also feel free to ask for a detailed skybox if needed :) I could update them all in the game!
    ImageImage
    User avatar
    Cuinnton
    Member
     
    Posts: 43
    Joined: Tue Aug 11, 2009 11:31 am
    Location: Melbourne, Australia

Mon Mar 08, 2010 6:08 pm

  • Cuinnton wrote:Also mickrip http://mickrippon.com/ has provided me with a song if wanted. I think its a nice theme for the level.

    Hell yes, I want that "Stoned Bunny" track GPL'd if possible :D
    Image
    User avatar
    FruitieX
    Keyboard killer
     
    Posts: 588
    Joined: Mon Nov 13, 2006 4:47 pm
    Location: Finland

Mon Mar 08, 2010 8:32 pm

  • That tune is solid computer game music ... in a glass case... with like.. danger written on it ... and yellow and black stripes. .... and a mushroom... or sthn.
    fishsticks
    User avatar
    Rad Ished
    Keyboard killer
     
    Posts: 609
    Joined: Wed Jun 27, 2007 8:00 am
    Location: Not the Netherlands

Mon Mar 08, 2010 10:44 pm

  • Wow! One of the best mapping I've seen in the last few months! The skybox is just incredible, I honestly felt like I'm in outer space, and I felt myself very little and small too! The music fits and strengthens this atmosphere!
    However...

    I honestly don't feel like a space station like this should be carried with propellers :D That just doesn't fit imho. But the forcefields around it are nice.

    I like the sliding doors very much, however, there's a design fault: the upper part of the front door of the bases pierces through the ceiling above it when it's opened :D
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
    Image
    Image
    User avatar
    C.Brutail
    Laidback mapper
     
    Posts: 2357
    Joined: Tue Feb 28, 2006 7:26 pm
    Location: Ironforge

Mon Mar 08, 2010 11:11 pm

  • Thanks guys, Mickrip is a great bloke and is happy to provided his music to Nexuiz. he is around irc quite often if you'd like to speak to him.

    I agree C.Brutail. I've kept the propellers in space for the moment as cooling fans, although that idea is stupid in its self because you can transfer energy through a vacuum!!! I'll leave it to FruiteX to decide what to do with that!
    Thanks for you input :)
    ImageImage
    User avatar
    Cuinnton
    Member
     
    Posts: 43
    Joined: Tue Aug 11, 2009 11:31 am
    Location: Melbourne, Australia

Tue Mar 09, 2010 11:10 am

  • instead of cooling fans, you could have a radiator. that would make slightly more sense.

    this is looking really good. high resolution skybox FTW

    EDIT: forgot to mention. I will mess around with the space shuttle concept. I was actually already thinking of making something like that. (funny how those things turn out)
    Why has a developer ever needed any reason other than "it looks bloody awesome?"

    -Archon
    User avatar
    Yoda almighty
    Alien
     
    Posts: 151
    Joined: Thu Aug 20, 2009 2:19 am
    Location: somewhere in the void

Wed Mar 10, 2010 2:49 am

Sat Mar 13, 2010 9:16 pm

  • I playtested it today. Some things I noticed:
    1. The short map description is still "Gasoline Powered".
    2. The game throws errors about "NaN velocity" when I jump off
    3. Caulking issues where the teleporters will be
    4. Only one box of rockets near mortar? Mistake, I think.
    5. What's the use of the single round of mg ammo in the front of the bases?
    6. Is the "train stop" used merely for decoration?
    Roanoke
    Advanced member
     
    Posts: 96
    Joined: Fri Dec 26, 2008 2:32 am
    Location: Camping mortar spawn

Sat Mar 13, 2010 10:25 pm

  • Roanoke wrote:3. Caulking issues where the teleporters will be

    He uses Warpzones, which DOESNT work with 2.5.2

    In addition to that, its just a test version, if you would read the post from Cuinnton
    Aneurysm 4 the win !!!!! :D
    User avatar
    cortez
    Keyboard killer
     
    Posts: 805
    Joined: Wed Dec 06, 2006 7:22 pm
    Location: From the moon

Sat Mar 13, 2010 10:49 pm

  • cortez wrote:
    Roanoke wrote:3. Caulking issues where the teleporters will be

    He uses Warpzones, which DOESNT work with 2.5.2

    What do they work with? Why does he use them if they don't work with the latest stable?
    Roanoke
    Advanced member
     
    Posts: 96
    Joined: Fri Dec 26, 2008 2:32 am
    Location: Camping mortar spawn

Next


Return to Nexuiz - Editing




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