CTF-Erazor
CTF-Erazor
Hello people,
is someone able to tell me how i can fix some graphic problems on this map?
the windows are making me crazy, they seem to vanish and appear.
and the lower mid section has a big problem.
Any help would be good.
Thank you
is someone able to tell me how i can fix some graphic problems on this map?
the windows are making me crazy, they seem to vanish and appear.
and the lower mid section has a big problem.
Any help would be good.
Thank you
- Attachments
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- CTF-Erazor.unr
- (2.03 MiB) Downloaded 12 times
Re: CTF-Erazor
HOM, this means that the problem is the brushes, I will try to fix it if I can. Also the downloadable file doesn't have Mayhem.umx , be careful next time
Edit: Success, the problem was the zone portals in the windows. Never put two zoneportals in close proximity, especially inside another brush. I removed the zoneportals and use the invisible brushes instead for the windows. I also took the time to fix some texture problem in the third floor and I also separated the map in three zones.
Now the only problem is that if you rebuild geometry the windows will become invisible. To fix this you have to uncheck the Invisible box in Surface properties AFTER rebuilding.
Edit: Success, the problem was the zone portals in the windows. Never put two zoneportals in close proximity, especially inside another brush. I removed the zoneportals and use the invisible brushes instead for the windows. I also took the time to fix some texture problem in the third floor and I also separated the map in three zones.
Now the only problem is that if you rebuild geometry the windows will become invisible. To fix this you have to uncheck the Invisible box in Surface properties AFTER rebuilding.
- Attachments
-
- CTF-Erazor.unr
- (1.99 MiB) Downloaded 16 times
Somewhere in Nevada...
- papercoffee
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Re: CTF-Erazor
And try to rename fixed versions next time ...I know a certain file collector who gets every version and if those versions are all called the same will there be a mismatches on server and clients...
At least with unpatched servers.
At least with unpatched servers.
- sektor2111
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Re: CTF-Erazor
Now this is what we call a CTF map...
With a bit of polishing it will be way too nice.
Note:
Those glasses need texture set as not invisible each time because of brush properties. Polyflag set to 36 will leave them visible after any rebuild, several surfaces are tempted to flicker but not that bad. D3D is not very loving this environment but in D3D9 it's just fine.
Names: Let's say in my stage it will be CTF-Erazor_rS632.unr but temporary so far. I think it needs a few more translocator routes.
With a bit of polishing it will be way too nice.
Note:
Those glasses need texture set as not invisible each time because of brush properties. Polyflag set to 36 will leave them visible after any rebuild, several surfaces are tempted to flicker but not that bad. D3D is not very loving this environment but in D3D9 it's just fine.
Names: Let's say in my stage it will be CTF-Erazor_rS632.unr but temporary so far. I think it needs a few more translocator routes.
- UnrealGGecko
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Re: CTF-Erazor
Argh! Coret textures! RUUUN!!
jk
Yea I'm not a fan of this texture set, but you made it look decent on this one. Pretty fun!
Random thoughts of the map:
- Why is there a hole in the middle of the map? Feels weird it's there, have to transloc or hammer jump out.
- Interesting layout, wonder how well this map would work for Jailbreak or even Scavenger Hunt (always trying to find an excuse to have more maps for those gametypes )
- Quite narrow bridges in some places, feel like making them wider wouldn't hurt?
jk
Yea I'm not a fan of this texture set, but you made it look decent on this one. Pretty fun!
Random thoughts of the map:
- Why is there a hole in the middle of the map? Feels weird it's there, have to transloc or hammer jump out.
- Interesting layout, wonder how well this map would work for Jailbreak or even Scavenger Hunt (always trying to find an excuse to have more maps for those gametypes )
- Quite narrow bridges in some places, feel like making them wider wouldn't hurt?
My work for UT99: Counter-Strike VP, MaleOne+ (now updated), FemaleOne+ and the FemaleTwo220 voicepacks DM-XC-NaliTreeV2 (from the 2012 Xmas Contest mappack), DM/DOM-20AC-CastleGeorgeV3 (from the 20th Anniversary Contest mappack), DM-UFFO, DM-WreckingBall, (NEW!) CTFM-Sundial
my small spec of files at Google Drive
List of console converted maps, models & more!
Re: CTF-Erazor
Thank you, im gonna have a look as soon as i can really appreciate your work at it. I knew i forgot to add a fileAspide wrote: ↑Sat Jul 10, 2021 2:26 am HOM, this means that the problem is the brushes, I will try to fix it if I can. Also the downloadable file doesn't have Mayhem.umx , be careful next time
Edit: Success, the problem was the zone portals in the windows. Never put two zoneportals in close proximity, especially inside another brush. I removed the zoneportals and use the invisible brushes instead for the windows. I also took the time to fix some texture problem in the third floor and I also separated the map in three zones.
Now the only problem is that if you rebuild geometry the windows will become invisible. To fix this you have to uncheck the Invisible box in Surface properties AFTER rebuilding.
How do you come to that mapname, im curious.sektor2111 wrote: ↑Sat Jul 10, 2021 2:41 pm Now this is what we call a CTF map...
With a bit of polishing it will be way too nice.
Note:
Those glasses need texture set as not invisible each time because of brush properties. Polyflag set to 36 will leave them visible after any rebuild, several surfaces are tempted to flicker but not that bad. D3D is not very loving this environment but in D3D9 it's just fine.
Names: Let's say in my stage it will be CTF-Erazor_rS632.unr but temporary so far. I think it needs a few more translocator routes.
Where do you expect more translocator spots?
I think the same about the coret textures but i thought i should have created at least one map with itUnrealGGecko wrote: ↑Sat Jul 10, 2021 7:00 pm Argh! Coret textures! RUUUN!!
jk
Yea I'm not a fan of this texture set, but you made it look decent on this one. Pretty fun!
Random thoughts of the map:
- Why is there a hole in the middle of the map? Feels weird it's there, have to transloc or hammer jump out.
- Interesting layout, wonder how well this map would work for Jailbreak or even Scavenger Hunt (always trying to find an excuse to have more maps for those gametypes )
- Quite narrow bridges in some places, feel like making them wider wouldn't hurt?
To be honest there was no Glass at the beginning so you could jump down the hole and then i did the lower mid thing of course i still can change this back.
If you want to create a Jailbreak Version of this feel free, i have no clue how to do it. If you do so im interested in having it as i like this mod too
I think you mean the bridge in the middle? Had it wider at the beginning but i didnt liked it, but i can change that too.
Thank you for the reviews!
- UnrealGGecko
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Re: CTF-Erazor
hahaha, same mentality here, I'd like to make a map for near every available texture pack, think I might have an idea with coret textures, but it's gonna take me a loooong time to even get to there
Yea would need to figure out as well, best to have a look at how the other JB maps have done it I guess. Would need some new stuff in though (jails, maybe an execution, the 1v1 arena). I'd love to get more JB maps but am ok if it doesn't happen. Don't think I'll have a go for this one.
https://wiki.beyondunreal.com/Legacy:Ma ... _Jailbreak
My work for UT99: Counter-Strike VP, MaleOne+ (now updated), FemaleOne+ and the FemaleTwo220 voicepacks DM-XC-NaliTreeV2 (from the 2012 Xmas Contest mappack), DM/DOM-20AC-CastleGeorgeV3 (from the 20th Anniversary Contest mappack), DM-UFFO, DM-WreckingBall, (NEW!) CTFM-Sundial
my small spec of files at Google Drive
List of console converted maps, models & more!
- sektor2111
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Re: CTF-Erazor
Coming to said name temporary based on number of Paths/reachSpecs used... Initially map had 2009 specs, but it's flawless with only 632 specs (MapTitle_rS632) - temporary because...
By example I see Bots more efficiently ambushing a carrier around these spots:
And then because of newer paths, number of reachSpecs went to 664 (it was even 666 lol). I used UGold227 for some cleanup tasks as long as in UT we don't have too much cleanup capabilities, even 469 is leaving junk bytes in maps (like empty reachSpecs and useless chained data).
Re: CTF-Erazor
I added those trans spots, it is an enrichment for the gameplay thank you for that.sektor2111 wrote: ↑Sun Jul 11, 2021 6:27 amComing to said name temporary based on number of Paths/reachSpecs used... Initially map had 2009 specs, but it's flawless with only 632 specs (MapTitle_rS632) - temporary because...By example I see Bots more efficiently ambushing a carrier around these spots:
And then because of newer paths, number of reachSpecs went to 664 (it was even 666 lol). I used UGold227 for some cleanup tasks as long as in UT we don't have too much cleanup capabilities, even 469 is leaving junk bytes in maps (like empty reachSpecs and useless chained data).
i also changed the map name
the glass in the hole is removed so you can jump down, also made the bridge a bit wider.
this time the music file is included
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- CTF-Erazor_rs632.rar
- (1.1 MiB) Downloaded 17 times
- EvilGrins
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Re: CTF-Erazor
I already had the music, love Mayhem.
http://unreal-games.livejournal.com/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
Re: CTF-Erazor
True met it first on Monsterhunt, never heard it in CTF tho.
Atm i really try to do a Jailbreak Version. Arena is already finished and i thought about the outside area using as the jailUnrealGGecko wrote: ↑Sat Jul 10, 2021 9:40 pmhahaha, same mentality here, I'd like to make a map for near every available texture pack, think I might have an idea with coret textures, but it's gonna take me a loooong time to even get to there
Yea would need to figure out as well, best to have a look at how the other JB maps have done it I guess. Would need some new stuff in though (jails, maybe an execution, the 1v1 arena). I'd love to get more JB maps but am ok if it doesn't happen. Don't think I'll have a go for this one.
https://wiki.beyondunreal.com/Legacy:Ma ... _Jailbreak
Re: CTF-Erazor
Nice map - good layout and good flow - not sure about the textures though (sorry).
You may wish to note the following reported by sektor's MapGarbage tool:
On the map name - your version of the map has 2078 reachspecs so not sure why you've adopted sektor's naming convention that he uses for his edited versions of maps? It can cause confusion to those people who recognise his convention and thus assume this is his version. Also in this case it's not accurate as there are more than 632 reachSpecs.
There are some quite noticeable flickering floor textures (map tested in 436 with OpenGL - what's shown beloew may appear differently in other versions and/or with other renderers)
in the Red area - the whole area flickers from time to time when viewed from different angles in the Blue area - same as above - considerable, though brief, flicker over the whole floor Note that part of the wall of the central area in the blue base disappears when seen as one approaches from the side corridors.
You may wish to note the following reported by sektor's MapGarbage tool:
Spoiler
{not sure if the selectionweights should be as different as they are}
CTFReport: AlternatePath0 has selectionweight = 4.500000 and Team = 1
CTFReport: AlternatePath1 has selectionweight = 4.500000 and Team = 1
CTFReport: AlternatePath2 has selectionweight = 4.200000 and Team = 0
CTFReport: AlternatePath3 has selectionweight = 4.200000 and Team = 0
CTFReport: AlternatePath4 has selectionweight = 3.900000 and Team = 1
CTFReport: AlternatePath5 has selectionweight = 3.500000 and Team = 0
The DefensePoints are not balanced per team
DefenseChecks: Map has 3 DefensePoint Actors for team 0.
DefenseChecks: Map has 1 DefensePoint Actors for team 1.
CTFReport: AlternatePath0 has selectionweight = 4.500000 and Team = 1
CTFReport: AlternatePath1 has selectionweight = 4.500000 and Team = 1
CTFReport: AlternatePath2 has selectionweight = 4.200000 and Team = 0
CTFReport: AlternatePath3 has selectionweight = 4.200000 and Team = 0
CTFReport: AlternatePath4 has selectionweight = 3.900000 and Team = 1
CTFReport: AlternatePath5 has selectionweight = 3.500000 and Team = 0
The DefensePoints are not balanced per team
DefenseChecks: Map has 3 DefensePoint Actors for team 0.
DefenseChecks: Map has 1 DefensePoint Actors for team 1.
There are some quite noticeable flickering floor textures (map tested in 436 with OpenGL - what's shown beloew may appear differently in other versions and/or with other renderers)
in the Red area - the whole area flickers from time to time when viewed from different angles in the Blue area - same as above - considerable, though brief, flicker over the whole floor Note that part of the wall of the central area in the blue base disappears when seen as one approaches from the side corridors.
- sektor2111
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Re: CTF-Erazor
It's why I keep initial fixed stage because:
- DefensePoint0 must be BLUE - 1 and not RED - 0;
- Map has more specs than are needed and other bytes - I prefer a clean one - this is having registered 2078 reachspecs and their total number is 2124, so to speak it has junk paths;
- Version which I played 40-50 times has a bit of flickering on floors here and there but this supposed 632 does more flickering which is disturbing.
I think these are some bugs at merging polys creating additional polygons and so multiple surfaces in the same plane, render is trying to show both surfaces and causing this flickering. Merging polygons probably must be tested first with a build without saving a final file for figuring if surfaces won't get screwed up. If they are going damaged perhaps brush should be replaced with another good copy or tinkering vertexes a bit for getting rid of the bad plane having multiple surfaces. Either way I think some polygons/triangles are cross-linked/interleaved generating multiple surfaces in the same plane.
But these are only my two cents, some version which I played a lot yesterday looks more normal - perhaps suitable for public game-play, I'll think about it...
- DefensePoint0 must be BLUE - 1 and not RED - 0;
- Map has more specs than are needed and other bytes - I prefer a clean one - this is having registered 2078 reachspecs and their total number is 2124, so to speak it has junk paths;
- Version which I played 40-50 times has a bit of flickering on floors here and there but this supposed 632 does more flickering which is disturbing.
I think these are some bugs at merging polys creating additional polygons and so multiple surfaces in the same plane, render is trying to show both surfaces and causing this flickering. Merging polygons probably must be tested first with a build without saving a final file for figuring if surfaces won't get screwed up. If they are going damaged perhaps brush should be replaced with another good copy or tinkering vertexes a bit for getting rid of the bad plane having multiple surfaces. Either way I think some polygons/triangles are cross-linked/interleaved generating multiple surfaces in the same plane.
But these are only my two cents, some version which I played a lot yesterday looks more normal - perhaps suitable for public game-play, I'll think about it...
Re: CTF-Erazor
So you have never player AlphaW00t? https://sites.google.com/site/fragnbrag ... alpha-woot
BTW, what is FNB up to these days?