Our Community Map: DM-UT99org / DOM-UT99org (Release)
Re: The UT99.org Community Map (Final release)
The map looks interesting from a mappers-perspective, but I didn't really enjoy playing it though. There's no consistent theme and the layout is a bit too odd for my taste. The big crane-part and the terrain-parts look very nice though.
If you're going to make a better version then you should test the map with the SW-renderer as well. There're some basic mistakes in regard to zoning and lighting. Check the screenshots below.
If you're going to make a better version then you should test the map with the SW-renderer as well. There're some basic mistakes in regard to zoning and lighting. Check the screenshots below.
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Re: The UT99.org Community Map (Final release)
Thanks for your opinion! Although I think, that the two themes per se - ancient and modern - (apart from the north western part of the map) are so sonsistent as it can be
I noticed these errors in the editor, of course, but I thought that no one uses Software rendering. Besides, I don't know how to fix this. Sometimes, translucent surfaces work correctly, sometimes they don't. I haven't figured out yet what causes this and how to abandon it.
Man, I am such a beginner at mapping
I noticed these errors in the editor, of course, but I thought that no one uses Software rendering. Besides, I don't know how to fix this. Sometimes, translucent surfaces work correctly, sometimes they don't. I haven't figured out yet what causes this and how to abandon it.
Man, I am such a beginner at mapping
10-Year Anniversary on Jun 08, 2019.
Re: The UT99.org Community Map (Final release)
Some people still use Software-rendering. The translucency-issue is easy to fix. Just make sure that the map is properly zoned and that every zone has a ZoneInfo actor.editor Dave wrote: I noticed these errors in the editor, of course, but I thought that no one uses Software rendering. Besides, I don't know how to fix this. Sometimes, translucent surfaces work correctly, sometimes they don't. I haven't figured out yet what causes this and how to abandon it.
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Re: The UT99.org Community Map (Final release)
nice DM map. whoever made the part in the second pic, very nice texture use and alignment.
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Re: The UT99.org Community Map (Final release)
Dots is correct, I've used this method before in DM-ATypicalMall without problems if you want to preserve the original mapper's intentions.dots via chat wrote: use one StochasticTrigger to activate another StochasticTrigger
then it will function without errors
So long, and thanks for all the fish
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Re: The UT99.org Community Map (Final release)
I can't really see something ...picture is too dark.][X][~FLuKE~][X][ wrote:nice DM map. whoever made the part in the second pic, very nice texture use and alignment.
EDIT-------------------------------------------
I brighten the picture up in PS ....this is GenMoKais part ...he can make Industrial themes too not only caves
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Re: The UT99.org Community Map (Final release)
Huh? You must have a very dark monitor. I can see the pictures without any problems. For me they are almost too brightpapercoffee wrote: I can't really see something ...picture is too dark.
And actually, it is Renegade's part. If you had looked in the editor, you wouldn't have spread wrong infromation
Last edited by editor Dave on Mon May 21, 2012 2:07 pm, edited 1 time in total.
10-Year Anniversary on Jun 08, 2019.
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Re: The UT99.org Community Map (Final release)
My work PC(I mean Mac) is on True-colour with sRGb ... and right now is the sun on my side and I don't see shit ... But anyway your pictures are too dark.
What this is not build from Gen?
What this is not build from Gen?
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Re: The UT99.org Community Map (Final release)
Can anyone else support this?papercoffee wrote:But anyway your pictures are too dark.
And yes, check the editor Gen built the cave, the lava pit and the small connecting corridor at Psyxander's room.
10-Year Anniversary on Jun 08, 2019.
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Re: The UT99.org Community Map (Final release)
But this is what I see in the second picture with my tech lava pit in the background.editor Dave wrote:small connecting corridor
From there I borrowed the pipes.
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Re: The UT99.org Community Map (Final release)
Which pictures do you see? Did data transfer to your Mac went wrong? I knew it, you can never trust an Apple product
I have never took a screenshot of Gen's hallway^^ The second pic depicts the huge outside area from Renegade.
I have never took a screenshot of Gen's hallway^^ The second pic depicts the huge outside area from Renegade.
10-Year Anniversary on Jun 08, 2019.
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Re: The UT99.org Community Map (Final release)
AAAAARGH ...ok my fault ...I meant Bloep pictures ...Gahahaha ok I need a coffee...
YOUR pictures are all fine.
YOUR pictures are all fine.
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Re: The UT99.org Community Map (Final release)
Oh, man, yes, Bloeb's pictures are a little too dark(normal at SW), and his second shows Gen's pipe-room
Nevertheless, does anyone know how to fix the problem with the translucent surfaces?
Nevertheless, does anyone know how to fix the problem with the translucent surfaces?
10-Year Anniversary on Jun 08, 2019.
Re: The UT99.org Community Map (Final release)
In my opinion it's the other way around. Maps are usually too bright with OGL or D3D, because gfx-cards and gfx-drivers often enhance brightness when they're not supposed to do that. Mappers don't understand it and make their maps too dark. Luckily you can make it pretty even by using a bit of zone-lighting. I believe that setting the zone-brightness (for each ZoneInfo-actor) somewhere between 6 and 10 is usually a good way.editor Dave wrote:Oh, man, yes, Bloeb's pictures are a little too dark(normal at SW), and his second shows Gen's pipe-room
As for this specific map the darkness isn't a particularly big issue, overall the map is pretty well lit. The most notable thing is the part under the crane (see my 1st screenshot). The waterzone is a lot brighter then the normal zone.
Read my previous post about zoning.editor Dave wrote: Nevertheless, does anyone know how to fix the problem with the translucent surfaces?
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Re: The UT99.org Community Map (Final release)
But if let's say 10% uses sofware rendering, 80% OpenGL or Direct3D (the remaining 10% for other video drivers), should the mapper build his creation too bright for 80% and well-fitting for the minority? I don't think so.Bloeb wrote: In my opinion it's the other way around. Maps are usually too bright with OGL or D3D, because gfx-cards and gfx-drivers often enhance brightness when they're not supposed to do that. Mappers don't understand it and make their maps too dark.
Oh, well, I have totally read over your post... Sorry. Thanks for your instructions.Bloeb wrote: Read my previous post about zoning.
10-Year Anniversary on Jun 08, 2019.