Collab Mapping #01 Let's finish this.
Re: Collab Mapping #01 Phase 2/3
Turning out i am a worse then average mapper too:
i spent 2 hours finding out why a torch does not light into the elevatorshaft.
...It turned out the elevator blocked the ray. And i was who put the lift previously to that unused keypoint (the very top of the elevator shaft) cos i did not want it to cast any shadow... and i forgot it completely...
i spent 2 hours finding out why a torch does not light into the elevatorshaft.
...It turned out the elevator blocked the ray. And i was who put the lift previously to that unused keypoint (the very top of the elevator shaft) cos i did not want it to cast any shadow... and i forgot it completely...
Re: Collab Mapping #01 Phase 2/3
brief report:
today i spent some time fiddling with the lightning. The upper station and the elevator shaft is almost ready.
There is some work left with the lower station.
then to come the worst part: bot pathing. testing, adjusting, testing, then merging with the full map, testing wether the bots use my part of the whole map as intended, adjusting, rebuilding...
today i spent some time fiddling with the lightning. The upper station and the elevator shaft is almost ready.
There is some work left with the lower station.
then to come the worst part: bot pathing. testing, adjusting, testing, then merging with the full map, testing wether the bots use my part of the whole map as intended, adjusting, rebuilding...
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Re: Collab Mapping #01 Phase 2/3
You don't need to do bot pathing and merging. Myth will do that. It normally suffices to add a few apples, then it should work anyway.
10-Year Anniversary on Jun 08, 2019.
Re: Collab Mapping #01 Phase 2/3
ok
anyway i will try to make the paths inside my part as correct as i can, since later a small bug can be corrected less likely.
You sound right, if it is not necessary, i wont do any merging, and testing wether the bots enter and exit my part of the level correctly.
I hope the only thing myth will have to do is to import my section, and if the bots do some stupid thing when entering or leaving, he may poke the apples nearby the entrances
anyway i will try to make the paths inside my part as correct as i can, since later a small bug can be corrected less likely.
You sound right, if it is not necessary, i wont do any merging, and testing wether the bots enter and exit my part of the level correctly.
I hope the only thing myth will have to do is to import my section, and if the bots do some stupid thing when entering or leaving, he may poke the apples nearby the entrances
Re: Collab Mapping #01 Phase 2/3
ok,
my part is 99,5% ready now.
I think i can upload it within the next few days.
I need to test some stuff more, and refine some minor details and lights.
my part is 99,5% ready now.
I think i can upload it within the next few days.
I need to test some stuff more, and refine some minor details and lights.
- [did]Madis
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Re: Collab Mapping #01 Phase 2/3
I suggest you post it sooner than later so people can give feedback
Re: Collab Mapping #01 Phase 2/3
Ok then,
here it is: it is only my part, at its correct place, grouped.
If i did not messed up anything, Myth will only need to import it, delete the three replacemebrushes, and regenerate.
(((I used only one or two new textures, like "cityflare" from the city pack, and some more from some already used packs like utech and sgtech. I also placed some ut meshes either: three bins and two barrels.
I added two health vials and some ammo (pa, flak, and clip, only one piece respectively), and i placed an additional +35hp of vials at a "secret" place, unreachable for bots. Also two new playerstart actors have been deployed)))
and no, i could not make it fit into a 1024×1024×512 cube, however hard i tried
here it is: it is only my part, at its correct place, grouped.
If i did not messed up anything, Myth will only need to import it, delete the three replacemebrushes, and regenerate.
(((I used only one or two new textures, like "cityflare" from the city pack, and some more from some already used packs like utech and sgtech. I also placed some ut meshes either: three bins and two barrels.
I added two health vials and some ammo (pa, flak, and clip, only one piece respectively), and i placed an additional +35hp of vials at a "secret" place, unreachable for bots. Also two new playerstart actors have been deployed)))
and no, i could not make it fit into a 1024×1024×512 cube, however hard i tried
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Re: Collab Mapping #01 Phase 2/3
Great job, SzGergo. That section is amazing.
I'll import it as soon as i can and see how well it really works.
I'll probably make a new section as well myself.
I'll import it as soon as i can and see how well it really works.
I'll probably make a new section as well myself.
Re: Collab Mapping #01 Phase 2/3
Ok, I've added his section too, it fits perfectly.
I didn't manage to make a new section myslefl.
Download
ut99untitled13.zip
uuuf... the map is slowly getting finished...
I didn't manage to make a new section myslefl.
Download
ut99untitled13.zip
uuuf... the map is slowly getting finished...
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Re: Collab Mapping #01 Phase 2/3
Nice job with that elevator Sz. Quite inventive.
Sorry for abandoning this project guys.
I still occasionally drop by and check up on things.
Hopefully this will be finished soon.
I've got to drop SCII and open up Ued again.
Sorry for abandoning this project guys.
I still occasionally drop by and check up on things.
Hopefully this will be finished soon.
I've got to drop SCII and open up Ued again.
Re: Collab Mapping #01 Phase 2/3
thanks guys, i'm happy you like it
btw is anyone working on any new section at the moment?
cos as far as i see there is only one bigger section left: connecting the remaining replacemebrushes some nice way.
btw is anyone working on any new section at the moment?
cos as far as i see there is only one bigger section left: connecting the remaining replacemebrushes some nice way.
Re: Collab Mapping #01 Phase 2/3
Many have tried but currently nobody is working on that part.
My advice would be to don't do it all as a whole big section. Maybe we should also add a new teleporter there to Aalex's section.
If you feel like mapping, just fire up unrealed and start something on one side.
Just keep us updated so we know you're working on it.
My advice would be to don't do it all as a whole big section. Maybe we should also add a new teleporter there to Aalex's section.
If you feel like mapping, just fire up unrealed and start something on one side.
Just keep us updated so we know you're working on it.
Re: Collab Mapping #01 Phase 2/3
Hey, I'm still working on a section expanding from renegade's room
It's a big section but not enough to connect everything. If another teleporter is needed I can place one
EDIT:
It's a big section but not enough to connect everything. If another teleporter is needed I can place one
EDIT: