With cordite in the air, splintered steel, shell casings and powder burns, there’s only one explanation...
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Moderators: Pardner, Joe Kari, TheDoctor, Breli

Postby L3th4l » Sat Mar 07, 2009 8:52 pm

Lixus wrote:Hey Ho,

I know i was away for quite a while. First of all: Congratulations to the release! Been quite busy lately... :roll:
BUT i'd love to contribute to the duelmap! Problem is: I haven't been mapping for uhm.. over two years i guess?? i didn't even know you can do such sweet graphic effects as flowing water or these beautiful terrain textures in quake 3... so can i.. please...? and could someone give me 1-2 links to tutorials or something on where to start..? 8)

greets,
[ici] el lixus


8O Holy Lixus batman 8O I agree with Pardner (as I'm sure all Smokin Guns will) that it would be awesome if you contributed. :P
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Postby ReD NeCKersoN » Sat Mar 07, 2009 9:16 pm

Welcome Lixus. It's so good to see you again! It would be really special to see you participate in this little project. 8) Or any project for that matter!

In my video (main page) I started with the easygen terrain blending (indicated by the "terrain" textures in Radiant) but the vertical textures on the cliffs were horribly stretched. That's why later in the film you see the actual rock texture on cliffs, then manual texture blending on the ground. It's really quite easy to do manual blending. I'll try to make a tutorial for it soon in case anyone wants to learn the technique.
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Postby Lixus » Sun Mar 08, 2009 4:10 pm

thanks for your replies, and especially for the tutorials - i got zeroradiant working in ~15 minutes!
OK, now back to the topic: i'm planning to do an interior scene - i have a casino in mind - overthrown poker tables, playing cards, money, booze and such...i hope this fits the topic.
how big should a duel map be? should there be only one room or should i think of some backrooms and paths around my main room? i'm thinking of a gallery and a backalley behind the casino...
looking forward to your comments!
=Lixus=
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Postby Breli » Sun Mar 08, 2009 4:58 pm

Hey Lixus,

So glad and so great to see you joining the fray :D

Was about time that some ol' school fellas return!

I guess you can make whatever map you want, in whatever setting you like and however big you want it to be (in reasonable limits of course)!

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Postby Pardner » Sun Mar 08, 2009 5:16 pm

Breli wrote:I guess you can make whatever map you want, in whatever setting you like and however big you want it to be (in reasonable limits of course)!

At some point we should piece some sections together to see if there will be any performance drops...after seeing Red's section and knowing the amount of detail in New Town and Dawn Fort ;)

I forget who it was, but maybe it would be worth trying area portals between the different sections.
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Postby Breli » Sun Mar 08, 2009 6:16 pm

Concerning performance: my may concern is the size of the thing. Sure, each section is "independent" from a rendering perspective. Nevertheless, the engine has to load the whole map

But I am going to behave :lol: ... Since you guys will surely beat me graphically anyway, I have to go for rather unusual settings ;)
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Postby ReD NeCKersoN » Sun Mar 08, 2009 8:09 pm

Lixus wrote:how big should a duel map be? should there be only one room or should i think of some backrooms and paths around my main room? i'm thinking of a gallery and a backalley behind the casino...

Sounds nice! The thing to remember about duel mode is that spectators who have finished their duel are waiting for the remaining players to finish theirs. If a map section is too complicated with many hiding places the spectators can find themselves waiting for a very long time. That can be frustrating when you are anxious to start the next round!
The map can be fairly big but the actual playing area should be small so that the duel doesn't take too long. I will email you the duel maps by Lt. Frag & Dead Kennedy so you can get a good idea about size. :wink:

Just fyi, my playing area is quite small.
19_wip2_1.jpg
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Postby Lixus » Wed Mar 11, 2009 9:49 am

Hey Ho,
I've made a first screenshot - to give you an impression of how my map will look like. There's still so much to do.

Image

I guess the poly count will be quite high... I just don't want to make walls with 2 polygons anymore. But computers are getting faster anyways... eh? :roll:
Well OK. How do i enable the polycount in the console and how many are max?
=Lixus=
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Postby EvilFutsin » Wed Mar 11, 2009 10:44 am

Dammit! The saloon idea already! >_<

Okay, I'll do the prison. I better jump on that quick.

Oh and hi, Lixus! Great to see you here and an honor to be amongst one of the old-school again. 8) I gotta say, this project is shaping up to really ROCK!
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Postby ReD NeCKersoN » Wed Mar 11, 2009 2:35 pm

That's a nice looking screenshot. :)
Lixus wrote:How do i enable the polycount in the console and how many are max?

That's a good question but I don't think any of us has needed to worry about it so far. Please let us know if you find the answers. I'm curious to know.
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Postby Pardner » Wed Mar 11, 2009 5:49 pm

Futsin, i had an idea of doing the inside of an old war fort like the one in Good,Bad,Ugly (the scene with AngleEyes is looking for Jackson and goes to the old confederate fort.) But if you wanted to do something like that its all yours!
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Postby Lixus » Wed Mar 11, 2009 9:40 pm

ah, i remember the console commands.. most important:

Code: Select all
/r_speeds 1     --> show the rendering info e.g. how many triangles are drawn
/r_showtris 1   --> show the outlines of the drawn polygons.
=Lixus=
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Postby ReD NeCKersoN » Thu Mar 12, 2009 12:14 am

Ah, I must have misunderstood your question then. :oops: I bind a key to toggle r_showtris on & off.
Did you find out if there is a maximum number of polygons allowed in q3 games?
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Postby ReD NeCKersoN » Fri May 15, 2009 2:11 am

*BUMP*

Is anyone still alive in here? Will my portion of the duel level go to waste for this project? :(
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Postby Pardner » Fri May 15, 2009 5:08 am

i have been up to my eyeballs in schools stuffs. I packed my old laptop up in preparation for moving out of the dorm, and I have yet to solve the GTK problem on my new laptop.

It is my every intention to start mapping again when I get settled in at mom's and pop's.
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