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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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Mon Sep 17, 2007 1:20 pm

  • cortez wrote:Image

    Image

    Image

    interested?


    What? Can't be! XD

    Here's something I've been working on for quite some time, not much progress made though...

    Edit: After multiple tries, file number 2 still won't work. Stupid upload service! Oh well, it just shows you the basic structure from inside the pyramid
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    FruitieX
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Mon Sep 17, 2007 3:51 pm

  • Strahlemann wrote:@impulse9: Looks promising ! Add a little detail and make it brighter and this is going to be one sweet map !


    Testing a new style. Maybe a base for some ctf-action.

    Image


    Holy shit, that looks awesome!

    i wish i could have those effects on for the movie i really do :(
    :]

    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
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Thu Sep 20, 2007 2:44 pm

  • Some of the most recent shots from my map:

    Image

    Image

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    I call it Zero Facility.
    Last edited by impulse9 on Thu Sep 20, 2007 9:11 pm, edited 2 times in total.
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    impulse9
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Thu Sep 20, 2007 7:14 pm

  • FruitieX wrote:Image

    This one is awesome :).
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    impulse9
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Fri Sep 21, 2007 8:46 am

  • Some new units

    Image

    Image

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    Minigunner is truely somethign to watch out for.. it does have a spinuptime tho, and slow turnrate. Last one is a dual canon version of the plasma "electro" turret.
    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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Tue Oct 02, 2007 9:18 am

  • Yeah Tzork looking good ,poor bots ,always said they were just appliances, but I'm sure they're a very nice clan , hehe.
    Can i put a tzurret in my map or are they going to be a 2.4 thing?

    Here's my map Tobots, not finished yet:
    Image
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    Morphed is doing some textures for the finished version.
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    Rad Ished
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Tue Oct 02, 2007 9:32 am

  • Most of Maps i see here could have a much better look with the right Textures fitting into it ... Some of the maps ive seen are just Using Textures From the Wadfather ... Its not the best way to use Textures from others ... especial cause most of the Wadfather Textures wont really fit into the Game ... <_< ... my Textures have some completly other style too ... so i wont say anythin wrong about the wadfahter ... ;) ...however ...

    If Someone needs better fitting Textures just try out to finde some ...
    Like i said some option for this is the Wadfather ( If im right the textures there are free to use but i dont know if thats true cause i didn look after that : http://wadfather.planethalflife.gamespy.com/new/
    Image

    Best Maps-History :
    - Morph_Remake -> - Deep_Drill -> - Cyber_Core -> - Towers_of_Doom -> - Gothic_Rush ->
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    Doc-Pyton
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Tue Oct 02, 2007 10:31 am

  • Doc-Pyton wrote:Most of Maps i see here could have a much better look with the right Textures fitting into it ... Some of the maps ive seen are just Using Textures From the Wadfather ... Its not the best way to use Textures from others ... especial cause most of the Wadfather Textures wont really fit into the Game ... <_< ... my Textures have some completly other style too ... so i wont say anythin wrong about the wadfahter ... ;) ...however ...

    Well, not everyone can create their own textures so that is to be expected.
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    ai
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Tue Oct 02, 2007 10:50 am

  • What is this Wadfather you speak of?
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    torus
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Wed Oct 03, 2007 11:59 am

  • I know, my textures arent the best too ...

    To create own textures isnt ever the best way, especially if they are like my textures.

    And the Wadfather is some site where u can get lots of Textures.
    With a bit searchin work there's nearly every texture u need for custom Maps.

    but like i said with some of the Textures there, the same problem like that with my turret appearance.
    I would say its a bit overdressed for nexuiz.

    But i think its better to use this ones or own ones instead of using Textures that dont fit at all ...

    But i dont know if the Textures from Wadfather can be released by GPL ... i just took a look on the textures there to get some reference works i can compare with my textures ...

    I think most of the Textures from Wadfather are made with Photo's, in any case very good works ...

    By the way im workin on some tutorial how to make own Textures in some easy way, using MS-Paint and Progs like PP9 and Photoshop ...
    Image

    Best Maps-History :
    - Morph_Remake -> - Deep_Drill -> - Cyber_Core -> - Towers_of_Doom -> - Gothic_Rush ->
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    Doc-Pyton
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Wed Oct 03, 2007 12:14 pm

Wed Oct 03, 2007 1:03 pm

  • Doc, have you ever tried, or heard of "Map Zone". I've only just looked briefly at it but it looks to be a very cool program. You can create whole networks from nodes and stuff. Dunno how you would go about to import that into a mapping program but I bet there has to be a way. Sometime when I have more time on my hands I'll try and learn it, looks promising.
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    ai
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Wed Oct 03, 2007 1:09 pm

  • iirc you (can) dump tetxure, normal, gloss etc maps as files after rendering them in mapzone
    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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Wed Oct 03, 2007 5:33 pm

  • A small new FPS eater:

    Image
    Image
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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    divVerent
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Wed Oct 03, 2007 5:46 pm

  • I don't get the first picture, but the second one looks impressive!
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    impulse9
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Wed Oct 03, 2007 5:54 pm

Wed Oct 03, 2007 6:04 pm

  • Hm, reflecting what exactly? :D
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    impulse9
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Wed Oct 03, 2007 6:45 pm

  • The player i guess (proyl a warped mirror)
    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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Wed Oct 03, 2007 6:52 pm

Wed Oct 03, 2007 6:53 pm

  • New svn feature. And yes, these mirrors are very warped using normalmaps, the screenshot was made on an internal debugging test map. Not playable :P
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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    divVerent
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Wed Oct 03, 2007 7:18 pm

  • I really have to say, that's beautiful. If the team keeps putting things like this into the engine, it really adds to the game's "immersing factor", I think it would be more successful.

    The one thing I would like to see is some player model replacements, I know it takes a long time, and it's hard to find people to do it, but I think that's one of the big things we're lacking.
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    Psychcf
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Wed Oct 03, 2007 7:34 pm

  • Hello I am making model replacements, we need riggers.
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    Ivan
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Wed Oct 03, 2007 8:04 pm

  • This is a little something I've been working actively on for some time, called "Modern Warfare". I belive the gameplay will be pretty similar to aggressor, maybe the map is a bit bigger. Design looks a bit like final_rage. It's still in early alpha stage, no items and it's too dark in many places. (Hence the engine name? Heh) One room is not finished yet, I didn't post screens of it for that reason. That room, proper lighting, tiny details and some structural changes will be tomorrows problem :].

    Screenshots:
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    The "Main arena" at least I think it will be the "main arena" :] (Haven't played yet, so dunno)

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    Same window here as you could see in screen 1.

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    Just some shot of another room

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    "Arena 2", I guess :lol:. The room that isn't done yet can be accessed via the lower floor, to the right of the shotgun model onscreen :) (You see a tiny little part of the wall there and when it ends.)

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    Back again @ "Main arena", top floor with toxic surrounding.

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    Stairs. How cool is that? XD

    I'll try my best to make this map well playable by not forcibly placing all weapons on this map, and I'll try to put them into somehow smart places :). I also need a bunch of "hint hints", because I haven't still quite fully understood the idea of hint brushes... :roll:. Oh and did I mention it needs light? :) And that it's still pre-alpha? :]

    I'm awfully sorry that I won't yet relase a test version of this map. I'll do that tomorrow morning instead and go to sleep now. I feel too tired and lazy to build a pk3 and upload it right now :)
    Image
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    FruitieX
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Wed Oct 03, 2007 8:13 pm

  • @ FruitieX
    I think it looks good but some textures are misplaced. Im sure this will be a good map!

    @ Rad Ished
    Very nice, for some reason it reminds me of Duke Nukem ? :D

    Anyways, keep up the good work guys!
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    impulse9
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Thu Oct 04, 2007 4:38 am

Thu Oct 04, 2007 7:39 am

Thu Oct 04, 2007 10:29 am

  • Not all maps can get it, but Urre sent me some water textures. I will need to edit them a bit so they still look acceptable (that is, not much worse than current water) when reflections are off.

    Only new maps will get the feature though (because of performance and visual issues). Ruiner will certainly get the new water, I am sure, maybe Runningman* too. Which other Nexuiz maps have water?

    For slime, the reflection effect is probably a bad idea, but Strahlemann will decide on that.
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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    divVerent
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Thu Oct 04, 2007 2:55 pm

  • I saw the other day that reflective water was in an early stage upstream in DP (it was fairly old news though I think). Is this the same as that or a different implementation? And has performance on it improved?

    Also, maybe someone should advertise on ModDB or a similar community saying we need riggers for Ivan's models.
    Shoe
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Thu Oct 04, 2007 9:12 pm

  • It was mostly early stage because it was forced on all liquid surfaces... this is what caused LOTS of reflection planes to appear on maps with slime tubes.

    This has been fixed - reflectivity is now controlled by a shader keyword and can therefore only be enabled where it is useful.
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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    divVerent
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Fri Oct 05, 2007 7:34 pm

  • Image

    Image

    a new map from me =)
    Aneurysm 4 the win !!!!! :D
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    cortez
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