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Post by grieve[Q2C] on Apr 8, 2020 4:07:08 GMT -5
just finished this, a Q3-style gothic arena map. tell ma what ya think ....
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Post by knightmare on Apr 8, 2020 14:19:22 GMT -5
Good use of Q3 textures and arched doorways. I noticed a weird use of that Baphomet/Icon of Sin texture on a floor instead of a trim/detail.
It could use some added details and light source highlights- some of the rooms are a bit too drab. Having multiple levels would also make things more interesting.
Gave it a run with Eraser bots. It would be a good idea to have other routes that bypass the jump pads- Eraser bots just get hung up on them.
Will give it a go with ACE bots soon.
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Post by grieve[Q2C] on Apr 9, 2020 4:32:05 GMT -5
thanks for the feedback.
well, that misplaced texture, could you maybe describe where it is or send a screenshot ?
details: r_speeds are already above 1000 or 1500 in some places, but that's not the main problem. but I ran into an engine-limit, or a limit of arghrad. fortunately that happened when I was nearly done, I got the error message of
*Too many light patches* and the map stayed fullbright, I even had to reduce details to get around this.
the textures have original Q3 - size and I scaled them to 0.5 on the walls. I guess this will also increase the number of light patches.
is this possible ?
yep, eraser bots cannot handle jump pads, but ace bots should work. also 3zb2 - bots.
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Post by knightmare on Apr 9, 2020 8:54:06 GMT -5
You should not be using a texture scale of 0.5 across an entire map- it will cause problems with the light stage. Also, dlights will be half the normal size. The best technique for this is to shrink the .wal textures down to normal Q2 size (for Q3 textures, 1/2 scale) and include the originals in JPG/TGA format. All modern Q2 engines will load them and use the .wals as a size reference, making them fit.
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Post by reefer on Apr 12, 2020 18:50:53 GMT -5
Wow grieve looks awesome!
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