Does the beta CTF Face have the playrshp textures too? (EDIT: Yes just checked and it has more than just that texture being used on brushes, brush6 and brush19 are interesting also brush29) Either way, fun fact is that Inoxx originally did what became Vortex Rikers, except it was only called as such when Cliff took over and made the new map.
So Inoxx and Playrshp kinda go together when you count the earliest history.
There was this exchange in the old mail letters that survived all the way back to October 1996:
From Inoxx himself, before his english was that good(I had a lot of effort putting all this into the external editor to post here):
From:
inoxx@imaginet.fr (inoxx)
To: "UnrealEd mailing list (confidential)" <
UnEdit@epicgames.com>
Subject: Zone Rebuilding
Date: Thu, 17 Oct 1996 19:27:30 +0200 (METDST)
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UnEdit@epicgames.com
Sender:
list@epicgames.com
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UnEdit@epicgames.com>
Hi tim/Cliff
Now that the brightness , radius , zone properties can't change in realtime
, the number of rebuild is really important and if that's acceptable on a
small level , adjusting lighting become really hard in big levels .
Applying the selected light is ok but some things needs a full rebuild
(adding a zone descriptor ) , and selecting the lights is boring : you edit
a light to adjust its brightness or its position , you want to see wether
the shadows are ok , you have to select all the lights which illuminate the
room , then rebuild , if that's not ok , you must do the entire operation
one more time...
One ***Awesome*** thing (if possible ) would be :
Rebuild only the zone where the camera is and only the lights of this zone .
In fact the perfect thing would be a rebuilding of the current zone and all
the zones which touch it , so the lights that illuminate walls through zone
portals will be computed.
In fact the huge amount of time in a rebuild is lighting , and BSP in Huge
levels , so the good things to do is:
Rebuild the entire geometry (fast) , then rebuild Bsp in the current zone ,
then raytrace the lights of the Zone and the lights of the neighbour Zones.
If that's not possible rebuild bsp in one zone , you just have to skip this
step which is not important in this case .
If that's to hard to find the lights which are in the zones , you can make a
routine to select the lights which are close enough of the camera (maybe
radius 500 ?)
IMO that little thing can allow to adjust all the lights and the shadows
very fast .
- InOXx
_________________________________________________________
| |
|
inoxx@imaginet.fr |
| CHeCk INoXx INdUsTRieZ oN tHe WEb |
|
http://www.imaginet.fr/~inoxx/inoxx.htm |
|_________________________________________________________|
From: Mark Randell <
randell@computan.computan.on.ca>
To: "UnrealEd mailing list (confidential)" <
UnEdit@epicgames.com>
Subject: Re: animated color
Date: Thu, 17 Oct 1996 11:10:26 -0400 (EDT)
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On Thu, 17 Oct 1996, inoxx wrote:
> Is it possible to have a trigger which activate the event :"Change the zone
> lighting hue and saturation" : For the first level , you activate the
> autodestruction trigger , then the entire ship in illuminated with red light.
> Some cheat are possible if the engine can't do that but that will be cool.
> Will the zone lighting properties work on the pawns ?
Actually, how about a trigger that can change most of the zone properties?
(gravity, velocity, ambient sound, make it start raining, and so on)
Cheers ... Mark
From:
inoxx@imaginet.fr (inoxx)
To: "UnrealEd mailing list (confidential)" <
UnEdit@epicgames.com>
Subject: bugbugbugbugbugbugbug
Date: Thu, 17 Oct 1996 15:50:48 +0200 (METDST)
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Hi
I've lost my map one more time
Here's my bug:
UNSERVER a causé une défaillance de page dans
le module KERNEL32.DLL à 0137:bff78040.
Registres :
EAX=05ac70cc CS=0137 EIP=bff78040 EFLGS=00010212
EBX=07ac1088 SS=013f ESP=00688b9c EBP=00005ac2
ECX=00100000 DS=013f ESI=05ac70cc FS=25ef
EDX=03e10008 ES=013f EDI=01ff9fbc GS=0000
Octets à CS : EIP :
8b 03 a8 01 74 25 25 fc ff ff 0f 8b 53 08 03 f8
Etat de la pile :
00005ac2 01ff9fbc 05ac1088 00006044 bff782c7 006a0000 05ac70cc 01ff9fbc
00000000 05ac1088 006a0000 00000000 006a000c 00007ac1 00000000 00000000
Then Run-Time error '-2147023174 (800706ba)
OLE Automation error
This happen when I try to open my map .
Tim , do you want an unr file of this to find the problem (I've just lost 1
hour or 2 but that's really annoying to have unsecure copies of the levels :
You work all the day , you save your work , you go to bed and the morning ,
your map is corrupted
, I had a bug when I tried to export it to t3d too.
Bye
- InOXx
___________________________________________________________
| |
|
inoxx@imaginet.fr |
| CHeCk INoXx INdUsTRieZ oN tHe WEb |
|
http://www.imaginet.fr/~inoxx/inoxx.htm |
|___________________________________________________________|
From:
inoxx@imaginet.fr (inoxx)
To: "UnrealEd mailing list (confidential)" <
UnEdit@epicgames.com>
Subject: animated color
Date: Thu, 17 Oct 1996 15:50:29 +0200 (METDST)
Reply-to:
UnEdit@epicgames.com
Sender:
list@epicgames.com
X-listname: <
UnEdit@epicgames.com>
Hi tim/cliff
Is it possible to have a trigger which activate the event :"Change the zone
lighting hue and saturation" : For the first level , you activate the
autodestruction trigger , then the entire ship in illuminated with red light.
Some cheat are possible if the engine can't do that but that will be cool.
Will the zone lighting properties work on the pawns ?
Other thing , If a polygon is not displayed (the polys of the big cube )
Is the texture important : is it usefull to put a 32*32 tex on it to save
memory?
Is it usefull to set the unlit setting on the polys tagged with "fake backdrop"?
- InOXx
___________________________________________________________
| |
|
inoxx@imaginet.fr |
| CHeCk INoXx INdUsTRieZ oN tHe WEb |
|
http://www.imaginet.fr/~inoxx/inoxx.htm |
|___________________________________________________________|