m
Quake 2 Mapping Club
Posts: 416
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Post by m on Jan 28, 2012 12:44:29 GMT -5
I re-found this link files.volved.com/qsr/qoole250_cd/rust/tutorials/hint/hint.htmIt's pretty okay to understand and apply though I've had better success using different "methods". - For one, when I know I have a bum-load of broken surfaces in a large area I try and align major vis blocking walls at the X/Y 0-0 axis. (read dead-center of the map) Z does not matter so much unless you have a really z-heavy focused atrium or arena. - Another thing to note; if it's a large open map or a space map forget hint brushes and try to use textures as detailing. - And even more importantly, detail brushes are your very best friend in a detail loaded map. Use them prodigiously, especially when they intersect with other brushes and DO NOT block l.o.s. or touch entity and sky brushes.
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m
Quake 2 Mapping Club
Posts: 416
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Post by m on Jan 28, 2012 7:24:45 GMT -5
Sorry, I missed this on my visits the last couple of days.
1 - You're sort of stuck on the rocket no go boom bars thing. You could try placing a 2 unit brush behind them with the front surface flags set to trans 33 and 66 and make the back surface flag nodraw. I haven't messed with it yet but when I get home later today I'll work on it.
2 - You got it, yay!
3 - Try dropping the -bounce and or the -chop 128 one at a time. And what version of Argh are you using? At least one was horribly fussy.
4 - Hate to make you wait (again, on my way out the door for a bit) but I'll try and come up with a simple map example to show how I've had success.
5 - I'm no help with flag, it may not be possible. I just use the texture on a solid brush and do it the old fashion way -100 on X or Y depending on the need to flip or mirror.
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m
Quake 2 Mapping Club
Posts: 416
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Post by m on Jan 26, 2012 19:12:39 GMT -5
One other thing to consider; are hint, clip, sky, trigger and etc. brushes included in the total count?
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m
Quake 2 Mapping Club
Posts: 416
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Post by m on Jan 26, 2012 10:58:04 GMT -5
Phew! Looks like a crisis avoided.
I was ready to run fast and run far. Too much going on in life right now to bicker about trivial stuff.
I'll work some stuff up for q1 and q2 textures and see what everyone thinks.
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m
Quake 2 Mapping Club
Posts: 416
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Post by m on Jan 23, 2012 11:39:16 GMT -5
So, If we do this and if we choose to use the textures K'anigetmare posted (awesome dude, thanks) would anyone mind IF I combined a few of them to make large, less tiled (meaning less brushes) versions? If/when I get my hands on the high res versions I'll make sure I make 'em work with them too. A quick example... Combined from... and... It would make the building process more efficient and I'd make them immediately available for every one that's interested. Eh?
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m
Quake 2 Mapping Club
Posts: 416
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Post by m on Jan 19, 2012 15:48:05 GMT -5
Good idea, yeah I'd try something like this. I like restrictions occasionally.
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m
Quake 2 Mapping Club
Posts: 416
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Post by m on Jan 14, 2012 15:50:26 GMT -5
Uh-huh, happy-happy and all that...
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m
Quake 2 Mapping Club
Posts: 416
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Post by m on Dec 31, 2011 19:44:28 GMT -5
Happy-happy!
I'll be sound asleep when it hits here though...I'm used to being old and busted and not minding it so much.
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m
Quake 2 Mapping Club
Posts: 416
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Post by m on Dec 25, 2011 7:37:17 GMT -5
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m
Quake 2 Mapping Club
Posts: 416
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Post by m on Dec 20, 2011 15:54:51 GMT -5
So, it's been five years since I bought a new rig. I'm thinking that I want to go the laptop route this time, but I have no idea what's what these days.
What should I look for, what should I try and avoid?
I was thinking of going for at least 6gigs of ram and a 650 or larger hd but I'm lost when it comes to the rest.
Eh?
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m
Quake 2 Mapping Club
Posts: 416
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Post by m on Dec 20, 2011 15:51:53 GMT -5
Really nice, very clean and fast.
I especially like the elevation changes via the step-ups to the RG along with the dbl-jump from the computer panel. This is a great 1v1 map. I did notice as Margaal that the light fixtures aren't clipped. This could be on purpose?
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m
Quake 2 Mapping Club
Posts: 416
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Post by m on Dec 15, 2011 19:21:58 GMT -5
awesome job guys! specialy liked j3st3r's map in my favor . i like most of his maps. maric as always made a most original map for me. his textures make something special to his maps and i always play his maps with pleasure even there are no players on a servers=). margaal made half of all contest maps this time=) nice job margaal, i think you earned this victory! thanks a lot for yours maps guys!!! i realy hope what we will see contest #10 with all of you and more map makers who cant provide his art this time. one more time... thank you very much Guys! ps: sorry for my english=) Oh man! No need to apologize, your English is excellent. I only wish I could write or speak in a second language as well as you and many of the other regulars here. I'm working on Spanish, just not getting far with it. And, your comments are very nice thanks! And-and Margaal really did crank out the maps. He has a mad-mapping-sickness, I remember the days. Too many ideas and too little time.
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m
Quake 2 Mapping Club
Posts: 416
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Post by m on Dec 13, 2011 15:30:14 GMT -5
Very nice Maric as usual. Cool looking textures. Thanks yo! I appreciate it. I really dislike it though. Some of the visuals are what I was working for but the map itself has no flow. This was my ninth attempt to make something foe this round and nothing was working... ...I'm old, busted and used up.
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m
Quake 2 Mapping Club
Posts: 416
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Post by m on Dec 13, 2011 15:26:17 GMT -5
This is my new favorite Yesta' map.
The connection, gameplay and movement through the entire map is so freakin' silky smooth.
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m
Quake 2 Mapping Club
Posts: 416
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Post by m on Dec 13, 2011 15:24:10 GMT -5
Hey yeah!
Congrats Margaal, Yesta' and the rest of us.
Feel free to delete mine asap, HD space is far too valuable for junk!
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