spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Jul 4, 2008 6:10:51 GMT -5
Hm, the map has > 2200 brushes and when I select all of them and try to move them, nothing happens -- maybe my machine is too crappy or radiant sucks, dunno. I'll try moving them with some lines of perl I guess...
Rearranging the brushwork didn't impress the flickering spot at all.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Jun 24, 2008 7:23:21 GMT -5
Yeah, definitely. Looks good!
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
|
Post by spirit on Jun 24, 2008 6:21:10 GMT -5
I've got a strange flickering brush in my Quake II map, hope someone in here knows what to do about it. It looks a bit like z-fighting (which it definitely is not) and is hard to show on screenshots because you have to look at the sport and move a bit to really notice it in-game. I'll it try anyways, but if you have the time to look at the issue in-game, the map can be found at my website (it appears in both the old quake2 version and the new quake2world version). Here's the spot in my map resurrection that I'm talking about. You can only see the flickering from below though, so the next images are taken from the lower level, looking up towards the brush. Here is the flickering brush, hard to spot on a static image as I mentioned. I'll explain what you are looking at above the next screenshot. Ok, the brushes are marked in red. The pink area is the flickering part. Note that the clang-texture seems to be applied to the right brush in the whole flickering area (marked in pink) though it is not. The flickering is worst in the yellow area and looks like z-fighting there. Here is the same spot in the editor, showing the brushes. I tried deleting the brush and replacing it with a new one, but the new brush shows the same behaviour as soon as I put it in that place and shape. If I move that brush a few units away, the behaviour stops but reappears when I move it back. I've asked a few people about this but noone could help so far, hope someone in here knows what to do about it.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on May 10, 2008 17:11:04 GMT -5
I'm also working on an improved version of my map 'Awaiting Resurrection' for q2w. Maybe some of your remember the thread here at the Quake 2 Cafe. Here's a screenie of the current version of the map that was made with the q2w default renderer: There's more info on the map at my website here.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Aug 11, 2007 10:32:14 GMT -5
As I mentioned elsewhere, I'm not into speed mapping. Some thoughts anyways:
Having a speed mapping contest all of the time (every month) feels like having none at all. I'd therefore make the speed mapping contests "events" by holding them like 3 - 4 times a year, depending on the number of participants.
This would also make the contest more rewarding for the mappers who submit a map: it's kind of useless to submit a map for a contest when you know you're gonna be the only one who does so. Feels more rewarding to have less contests, but some more submissions on those.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Jul 10, 2007 6:16:25 GMT -5
Strange you didn't get them. Did you check your spam-folder?
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on May 21, 2007 4:53:44 GMT -5
How much space would be needed for this (per month) on a server?
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on May 30, 2007 10:56:03 GMT -5
Looks as if it consisted of 2 brushes with the same texture scaled differently. No idea if that's not the case.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Jul 24, 2007 4:01:16 GMT -5
is it possible (...) that while playing online insted of downloading the map from the server you get linked to a fixed website that includes all the maps that will be uploaded by mappers so you get fast download insted of poor 4kbs? As Whilingdervish said, install the r1q2 server. Then follow this guide. I'm also running r1q2 and can confirm its stability.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on May 1, 2007 16:08:16 GMT -5
Download link in first post updated to beta5 (spirit2dm1b5.bsp).
Changes: * made HB/YA room look more interesting
EDIT: bugs found (old ones, not introduced in beta5 but still present there): * lamp above YA is floating in mid-air (not attached to wall) * ceiling texture above CG does not fit into that room
Those will be fixed for the final version.
EDIT2: The final version of this map has been released. See the thread in the forum for final maps.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Apr 27, 2007 13:22:54 GMT -5
Thanks Whirlingdervish,
finally got it fixed. The strange spot wasn't eating rockets or anything like that on my map but I "fixed" it / worked around the error by making the brush in question a func_wall as you suggested. Can't see any negative impact on lighting and VIS is really not an issue with that brush.
I tried rebuilding the evil one and all surrounding brushes again (I had done that before) but it changed nothing.
The file has been updated to beta4.
changes beta3 => beta4: * fixed strange error above MH
If noone finds something to complain about within the next 5 days I'll zip it up, create a routes table for the eraser bot and call it final.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Apr 27, 2007 8:04:26 GMT -5
The download link in the first post has been updated to beta3. changes beta2 => beta3: * various texture fixes * more clipping at some doorways * fixed slime and splash at RG * sunk tele dests and SP/MP spawnpads into the ground X7[Q2C]: Don't worry about the missing step at RG (your 5th screenie), it's actually there (underneath the slime). Tried a lot of things to get rid of the bug above MH (adapting portals, deleting and recreating brushes, using bobtoolz->brushcleanup) but nothing helped. The bug is gone when I remove the brush at that position and compile the map, but it reappears when I rebuild a new brush there. So it's still there, sorry. I'd call this one final and release it if that stupid issue could be removed.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Apr 26, 2007 12:00:32 GMT -5
Thanks Le Ray and X7, I'll change all of that and adapt the teles for the next beta! Had a look at the websites and maps of some of the members here btw and it's good to know there's still some active q2 communities out there.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Apr 26, 2007 4:11:38 GMT -5
Thanks again for your time all those comments. I intended to start adding details to the map soon but after reading the comments here I think I'll simply leave the map in its current state and not mess it up for online-play. Only thing that's left to do seems to be that strange bug above MH. It looks like z-fighting but as I mentioned some posts ago, there's no overlapping or duplicated brushes to be seen there in the editor. Here's a screenshot that illustrates the error (looks worse in-game imo): Anyone seen something like this before? Ideas on how to fix it? And one final question: do you (mappers) sink the tele destinations and player spawns into the ground? They're really ugly as hell but I noticed that when I sunk the tele exits into the ground and a player uses the tele without going forward after exiting it, his vision will swirl around strangely unless he makes a step in some direction.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Apr 22, 2007 4:15:22 GMT -5
Thanks for the comments everyone!
I didn't know about the contest when I was builiding the map, maybe I'll sign up for the next one if I find the time.
Thanks for brightness adjustment lines for the config, Grieve. I didn't even have a real config for q2 4 weeks ago and it's still very simple atm.
I'll most likely try to read up on the r_speeds issues some of you guys were mentioning and setup a quake2 server over at airrocket.net to test the map in real netplay (any suggestions on which q2 server to use on a linux system, btw?). Just gave it a few tries so far with friends of mine who happened to drop in when I was working on it.
Having to keep r_speeds < 1000 sounds like a harsh q2 limitation, but I'll try to adjust the portals for beta3 and see what I can do. Doubt this will be possible on the map though.
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