vio_grail - Final


(Violator) #1

Ok folks, here is the final version of The Holy Grail after rather too many betas :wink:

http://www.violator.eclipse.co.uk/ET/viograil.htm

After a lot of playing with lighting, I’m reasonably happy with it now. I also realised the sun was pointing 180’ in the wrong direction :evil:


(RayBan) #2

screens look real nice


(macbeth) #3

it is in our curent rotation
so will give you some feedbacks


(mrfin) #4

I think you should spend some time lighting up those windows and putting in some colours generally - the windows play a large part in the environment and should colour it.

How to go about this - theres the tricky bit that you’ll have to work out :slight_smile:

Candles always go well in large church buildings


(Violator) #5

y, one thing I’m not happy about is the indoor lighting esp. the number of black artifacts in the map due to no light hitting (I’ve got _minlight .1 and ambient 10, but still get the black bits?). Done quite a bit of searching and I can’t seem to get rid of it, seems to be something to do with lightmapscale though on my func_groups (where two different scaled groups meet). Theres also some nasty light bleeding through the two obj doors. I know theres a light-blocking shader going around but will it work for a func_constructible?

The interior windows have orangey spotlights to match the stained glass colour inside but it doesn’t seem to have much effect as you’ve noticed… need to have a play with the settings.

More candles would be nice as well :slight_smile:


(Violator) #6

I’ve uploaded a b7 version (This will be the last one before it goes final - honest ;)), fixing the following -

Bad fps in certain areas - optimised with some more hint brushes, has made a 40-50% diff in some areas :slight_smile:
Added an alternative route for allies from initial spawn
Added an alternative exit route for the grail half way up the spiral stairs.
The allied CP area has been changed to a bombed out building (now blocks the long line to the cloister which was a real fps killer). Can go inside the building between that area and the flag.

Re: the black artifacts, I’m getting a feeling it might be a problem my end, as no-one else I’ve spoken to has reported them :frowning:

Can anyone testing please update to this new version - thanks 8).

Macbeth - how is it playing on your server?


(macbeth) #7

we noticed no problem
playing your map since the newest version was out

just got it: http://www.violator.eclipse.co.uk/ET/viograil.htm
and will add this newest one

thanks
marianne


(Violator) #8

great :slight_smile: Thanks again for testing. Once the lighting probs are sorted it will be going final at last :slight_smile:


(Brevik) #9

Sounds like the same problem I had with the B2/B3 version of Braundorf, I was the only person who could see them - turned out to be my graphics drivers - might not be the case for you, but it’s just a thought.

Haven’t had the chance to play this on a server, but from the quick run-around I had on it it looks a fantastic map, my only slight criticism is that the fog was a bit too thick (not played the latest version however, so that comment could be null and void). Other than that it’s a lovely looking map.


(Violator) #10

Cheers - I think you may be right about its my end :(, no-one else seems to see them… its all… in my mind… :D. However I don’t seem to see them in other maps - its all a bit strange :). Been playing with the lighting and by adding -lightmapsize 512 my detailed lightmaps are coming through as intended eg. from the tomb near the grail door.

The fog was removed in b4 (we’re on vb7 now where I also added a lot more hints and blocked some long vis corridors) - its running around 300% faster than the foggy version (b3) now :slight_smile: Once the lighting is sorted I think its ready for final at long last :slight_smile:


(Brevik) #11

The story of my life, I’m 3 versions behind…

Sorry about that.


(Violator) #12

lol :slight_smile:

I finally sorted it :slight_smile: I changed my _minlight, _minvertexlight and _mingridlight from 8 to 16 and voila all the artifacts are gone :D. A few more tweaks with the lighting and it should be ready by the end of the week.


(macbeth) #13

k will wait the final version; the b7 is on our server right now :slight_smile:


(Brevik) #14

Looks great now (“I can see clearly now the fog has gone…”), one tiny little glitch I noticed, and it’s pretty trivial was here.

Looks much better without any Crossfire logos on it… :wink:


(Violator) #15

Cheers for testing - will fix that :slight_smile:

Agreed - Slagfire begone :wink:


(macbeth) #16

Violator did u remember playing the map named MML Church?
when u are in the cathedral u can jump on the lights and they move it is a funny feature,
no way to can have the same for your map? must be easy to have that working
thanks


(Violator) #17

Don’t think I know that one - have u got a d/l link? Sounds interesting anyway :slight_smile:


(ajdude) #18

WICKED MAP GUYS…

Heehee


(macbeth) #19

i have it on our site and trying to play with the ethost i got this error:

G_Script8Scriptarse() Error (line 12) unknown action : wm_mapdescription

so i found an older one but this one is working just some features are still missing

the source http://returntocastlewolfenstein.filefront.com/file/MML_Church;17750

and the map:


(Violator) #20

hehe cool :slight_smile: not sure about copying some1 elses idea though… Serious lot of candles on that chandelier as well :slight_smile: