Topic for Ronboy's maps/ideas


(ronboy) #41

[QUOTE=Eugeny;235733]I have assumed that it not a shade. This shadow texture is smoking traces with a texture - decals/burnm_01a.

And at me it in a radiant for some reason black color.[/QUOTE]

Oh, I see. It wouldn’t matter though, because even if I inserted the texture, I would get the same result in my light compile. :rolleyes:


(vicpas) #42

Textures/decals/burn01.tga and respective shader doesn’t have on GTKradiant, but they are on respectives folders on file pak0.pk3.
If you use this texture, it will work fine.


(ronboy) #43

[QUOTE=vicpas;235738]Textures/decals/burn01.tga and respective shader doesn’t have on GTKradiant, but they are on respectives folders on file pak0.pk3.
If you use this texture, it will work fine.[/QUOTE]

Ok, but that still doesn’t fix the lighting isssue. Like I said, I will post the compile options I use when I can.


(ronboy) #44

Here are my light compile options. Q3Map2: (Single test) -light -faster.
Maybe I’m supposed to use one of the other bsp options? :confused:

Also, here are some more pics.


(vicpas) #45

The GTKRadiant has other options, try.
Note: if you choose one option with -meta, you need to add this command -forcesidesvisible on your makeaas.bat file.
Example:

echo off
setlocal

bspc -threads 1 -forcesidesvisible -optimize -ext _b0 -cfg aascfg_sm.c -bsp2aas …\main\maps\mapname.bsp -output …\main\maps
copy bspc.log temp_b0.log
bspc -threads 1 -forcesidesvisible -optimize -ext _b1 -cfg aascfg_lg.c -bsp2aas …\main\maps\mapname.bsp -output …\main\maps
copy bspc.log temp_b1.log


(ronboy) #46

[QUOTE=vicpas;235797]The GTKRadiant has other options, try.
Note: if you choose one option with -meta, you need to add this command -forcesidesvisible on your makeaas.bat file.
Example:

echo off
setlocal

bspc -threads 1 -forcesidesvisible -optimize -ext _b0 -cfg aascfg_sm.c -bsp2aas …\main\maps\mapname.bsp -output …\main\maps
copy bspc.log temp_b0.log
bspc -threads 1 -forcesidesvisible -optimize -ext _b1 -cfg aascfg_lg.c -bsp2aas …\main\maps\mapname.bsp -output …\main\maps
copy bspc.log temp_b1.log[/QUOTE]

I will try the other options. I’m already aware of the -forcesidesvisible command. I have to use it to along with -optimize to get my .aas files to compile.


(ronboy) #47

Nope, still the same result. It’s not really that big of a deal. :rolleyes:
Update on maps progress: I am beginning the .ai script file for hell_crypt.


(ronboy) #48

Excuse the triple post. :o
Hell_crypt is finished. I’ll soon start on the final level: hell_end. :oppressor:


(Eugeny) #49

I wait, I wait…))):D:D:D


(ronboy) #50

Glad to see your ready for it.
This mappack is being made fast, but with plenty of care and thought. :wink:


(ronboy) #51

The mappack will soon be finished. Once it is, I’ll post the link to download it in this thread. :stroggbanana:


(ronboy) #52

http://depositfiles.com/files/yzmpjnngzHere it is. Let me know if there are any errors. :penguin:


(vicpas) #53

This mappack don’t can be called Hell_mappack.
It is very different of first released.
Suggestion: Hell_mappack2 or another name.


(ronboy) #54

[QUOTE=vicpas;237057]This mappack don’t can be called Hell_mappack.
It is very different of first released.
Suggestion: Hell_mappack2 or another name.[/QUOTE]

Well, I know it’s different, but it’s a remake of the original mappack.
Besides, it’s much better than the original. Did you find any errors?


(Eugeny) #55

Hi, Ronboy!

  1. Such textures are necessary for placing with a wall together.
  2. Deepen a little at inside doors.

What for such big lamps?
2 lamps on some distance arrange…


To such doors there is a turnaround texture


Last map to me has seemed to the atmospheric. Only I will not understand whence the basic light goes.


(ronboy) #56

Pic 1: My bad, I’ll fix that.
Pic 2: I’ll make that texture more narrow. Are you saying that the lamps are too far apart or too close together? :confused:
Pic 3: Could you show me the turnaround texture for the door?
The last level doesn’t have any torches because it doesn’t need any. For example, the mappack Timegate had tomb levels without any torches.
How was hell crypt? Were there any errors there?
Overall, do you think this mappack will be awesome once the errors are corrected? I think it will be.


(vicpas) #57

My impressions:
01 - Shot0000 - This guard’s house and box alarm is very big.
02 - Shot0001 - I see the driver, but i can’t shoot him. doesn’t have sense.
03 - Shot0002 - This door is very big and needs to fit his texture.
04 - Shot0003 - This door is big and needs to centralize the warning sign.
05 - Shot0004 - The boxes are buried in the ground.
06 - Shot0005 - This board is broad.
07 - Shot0006 - This model is within this wall.
08 - Shot0007 - These lamps is big.
09 - Shot0008 - This board is broad.
10 - Shot0009 and Shot0010 - This door opens to wrong way.
11 - Shot0011 and Shot0012 - This door opens and doesn’t show the contours.
12 - Shot0013 - I kill the soldier and scientists do not realize.
13 - Shot0014 and shot0015 - These textures are stretched.
14 - Shot0016 - Needs to fit this door’s texture.
15 - Shot0017 - This tomb is very simple, you can make better.
16 - Shot0018 - Please, rotate this model(Treasure), place angle.
17 - Shot0019 - Would be better if you build doors with stops.

Take the screenshots here: http://www.megaupload.com/?d=G0NHN7GH and good work.


(ronboy) #58

Shot 0: I’ll fix that.
Shot 1: How can I make the fence shoot-through?
Shot 2: I’ll fix that.
Shot 3: I’ll fix that.
Shot 4: Those boxes aren’t buried, I just need to fix the texture on them.
Shot 5: I’ll fix that.
Shot 6: I’ll fix that.
Shot 7: I’ll fix that. Are they too wide or too long?
Shot 8: I’ll fix that.
Shot 9 & 10: I’ll fix that.
Shot 11 & 12: What are you saying? It looks fine to me. :confused:
Shot 13: I’ll fix that.
Shot 14 & 15: I’ll fix that.
Shot 16: I’ll fix that.
Shot 17: I’ll think of some ideas.
Shot 18: I’ll fix that.
Shot 19: What are you saying? :confused:


(vicpas) #59

Hello Ronboy.
You wrote:
How can I make the fence shoot-through?
I write:
Make the brush and place the texture/common/clip_metal first and after place fence’s texture.

You wrote:
Are they too wide or too long?
Iwrite:
Both. See these lamps on map Xlabs.

You wrote:
What are you saying? It looks fine to me.
I write:
See these doors on map Xlabs and see how they open and show their contours.

You wrote:
I’ll think of some ideas.
I write:
See some examples on maps crypt1 and crypt2.

You wrote:
Shot 19: What are you saying?
I write:
Make the doors with frames. see pics below.


(ronboy) #60

I’ll fix those errors you mentioned. Are there any more errors? If not, I’ll have this mappack ready to go to filefront.
Edit: The clip_metal texture you told me about doesn’t make the gate shoot-through. It just stops bullets, making a metal bullet impact sound.
I did have a clip brush on the gate, so it would be solid. I was able to shoot through the gate one time, but another time, I couldn’t. What’s going on here?