Al Kad on the horizon.


(stebbi67) #1

Hi all.

Breaking News : http://stebbi.homeip.net/al_kad/Al_Kad_Trailer.wmv
Info : http://stebbi.homeip.net/al_kad/alkad.html

I’m currently working on beta release. I do not have more time to work on the map, there might be final later this year.

Thanks for all your help everyone.

Stebbi67


(macbeth) #2

sad u cant finish this map now cuz it seems really a nice one
we will look after it later this year then


(stebbi67) #3

There will be a beta release this week :wink:


(Cambodunum) #4

heh nice movie … hurry up with your map :wink:


(stealth6) #5

you had disappearing pieces in you map, like the waterfountain? or am I mistaken?

How did you solve it, cause now I have this problem too :frowning:


(stebbi67) #6

I had too many structural brushes on the map I believe. At least when changed the setup of structural brushes then the all brushes where visable again. Hope this helps.


(stealth6) #7

OMFG! That was it tyvm, saves me from throwing it in the bin, omg very happy now :smiley:
now thinking about it was pretty logical, btu I would never of thought of it tssss fantastic :smiley:


(stebbi67) #8

Ok, ladies and gents.

A beta 1 version has been released. You can get it at this site ( located in Stockholm ) : http://stebbi.homeip.net/al_kad/alkad.html

There are still some hunkmeg issues and fps could be just a bit better. Hopefully that will be solved in next version.

Now like I have said before, I would like to get the annual mappers noob award, please.

At last thanks for your help.

Stebbi67


(|WF|Doofy) #9

map looks really cool, great job :smiley:
…but u really need more VIS-blocking (from wat I understand), cause on some places I’ve got 30 FPS (near command post for example), and thats alone on my (not so bad :stuck_out_tongue: ) comp

+some small things:

also the skelets on the prison walls, don’t they need alpha-shader?
and aslo some small z-fighting on some of windows


(stebbi67) #10

[QUOTE=|WF|Doofy;176924]map looks really cool, great job :smiley:
…but u really need more VIS-blocking (from wat I understand), cause on some places I’ve got 30 FPS (near command post for example), and thats alone on my (not so bad :stuck_out_tongue: ) comp

+some small things:

also the skelets on the prison walls, don’t they need alpha-shader?
and aslo some small z-fighting on some of windows[/QUOTE]

Thanks.

The texture should not be missing so I have disabled the link. I will make another version tonight just to fix this texture, damn it.

I believe that the “see through” brush side, due to my caulking mania, has to be fixed in next version.

Regarding the fps. The spots at the command post and the first axis spawn have bad fps ( I’m gettig 43 fps there ). I do not think that it is a possiblity to do a vis blocking from these aerias more than has been already done. The waterpipe house and Bazaar ( where the coffin is ) are so open that it is almost impossible to do a vis block there, unless I’m missunderstanding how to do a vis block ( then again I’m a noob ). These two houses are taking the most resources and it is hard to vis block them.


(stealth6) #11

I got some screens coming :stuck_out_tongue:

EDIT: redirect.clanwgw.nl/etmain/al_kad_scrn.rar

here I put em in a rar couse too much to upload 1 by 1
some of the things may be considered details, but I just show them anyway


(macbeth) #12

Doofy sent me the map later when u will bb from shopping

can u help Stebbi67 for the hunkmegs and fps issues?

ty


(Magic) #13

Nice atmosphere - the map looks good - you have a spend a lot of work on this one.
I had about 30 fps outside axis spawn - and i was alone on the map - i had no lagg tho.
but when 15-20 players are on it - throwing smoke,airstrike etc …
Im not good whit this (i am struggling with my own map on this too) , the triscount was about 126 000 in the worst parts ,
if you have a look at Fueldump - you will see that the worst parts have about 42000.
So many places the engine has to draw 3 times more than on Fueldump.
Im sure you can get some experienced mappers to help you out on this.
As it is now - the engine has to draw to much information.


(stebbi67) #14

[QUOTE=stealth6;176929]I got some screens coming :stuck_out_tongue:

EDIT: redirect.clanwgw.nl/etmain/al_kad_scrn.rar

here I put em in a rar couse too much to upload 1 by 1
some of the things may be considered details, but I just show them anyway[/QUOTE]

This is good. I knew of some of those but you are seeing things that I did not see, although I have been in those places so many times. And no I do not consider this to be details. Keep them comming. Then I can have this on my do to list when I can start working on the map again this summer or autum.

macbeth there will be a new version after few hours, with out the missing texture :wink:


(stebbi67) #15

[QUOTE=Magic;176932]Nice atmosphere - the map looks good - you have a spend a lot of work on this one.
I had about 30 fps outside axis spawn - and i was alone on the map - i had no lagg tho.
but when 15-20 players are on it - throwing smoke,airstrike etc …
Im not good whit this (i am struggling with my own map on this too) , the triscount was about 126 000 in the worst parts ,
if you have a look at Fueldump - you will see that the worst parts have about 42000.
So many places the engine has to draw 3 times more than on Fueldump.
Im sure you can get some experienced mappers to help you out on this.
As it is now - the engine has to draw to much information.[/QUOTE]

Well these are basically 3 maps merged in to one, but still allot of work to do this, 8 months on and off I believe. Yes I believe that you are correct about the triscount. In next version I have to look at eliminating t-junctions ( just learned about that few weeks ago, a bit too late ) the best way I can to improve fps and it will probably help with hunkmeg size.


(stebbi67) #16

The missing texture has been fixed. You can download the map here : http://stebbi.homeip.net/al_kad/alkad.html


(stealth6) #17

could you explain what T-junction is then ^^ cause I had the same problem on a large map I was working on…

and how could you solve this problem?


(-SSF-Sage) #18

Ok I can explain it to you too. There’s a vertex, then there’s an edge. Don’t let them touch each other. Otherwise they get an aids. That’s it. Bye. :stroggtapir:

Ps. moonshine. :slight_smile:

Edit. Oh yeah the vis block is quite hard to work with, atleast when I don’t want to do 9 hrs compile time.


(stebbi67) #19

[QUOTE=stealth6;176940]could you explain what T-junction is then ^^ cause I had the same problem on a large map I was working on…

and how could you solve this problem?[/QUOTE]

Let me try to explain this with pictures, it is so much esier to explain and to understand.

Example 1.

Here are two brushes which result in one conner :

These two bruhes have one t-junction :

How to solve it :

Example 2.

Again two brushes but which results in two conners :

These two brushes have two t-junctions :

How to solve it :

The t-juctions will result in more triancles, exactly how I not sure since I have not tested this yet, but it should be easy to test.


(Crocopep) #20

That’t really nice. I’m working on my firstmap and I have a lot of T-juctions.

Thx stebbi !