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View Full Version : ==>AWMP: Coruscant Skyscraper<==


Wes Marrakesh
07-06-2002, 11:27 AM
MP
FFA/TFFA/JM/H
JK2Radiant
Coruscant Skyscraper
-----------------------------------------------------------------------------
Ok... this level is now offically NOT MoC, hence the new thread.
still the same problems, though... *sigh*:(

Grets Sirob
07-06-2002, 12:46 PM
Two things:
1. How's this "ladder" suppose to work?
2. Just delete your thread, go to the first one(the thread starting point) and edit, then select delete and click delete now.

Anything else new?




:emperor: I shall rule the galaxy.

Wes Marrakesh
07-06-2002, 12:50 PM
Well someone told me to make a ladder then make a brush bigger than it with the ladder inside and texture it with the ladder texture but i dunno.... i have finished landing pad 1, but i still need to skybox

Grets Sirob
07-06-2002, 12:54 PM
So, you want an accual ladder, as in, you climb up?
Sorry, that's impossible, at least as far as I know...
Anyway, get some screens up soon.
I'm sure I'm not alone when I say, "more screens!"




:emperor: I shall rule the galaxy.

Wes Marrakesh
07-06-2002, 12:57 PM
you ain't but i need hosting.

Wes Marrakesh
07-07-2002, 01:03 AM
need pic hosting! angelDP doesn't seem to reply

Wes Marrakesh
07-07-2002, 01:15 AM
Hmm.. for my elevator couldn't i just have a func_train that just goes up, down, up down etc etc....???

Wes Marrakesh
07-07-2002, 02:15 AM
Yes it could because it is done. no more elevator problems!

Grets Sirob
07-07-2002, 03:34 AM
Yay!
No elevator bug!
Bugs are evil.
I have several misquito bites...
Nasty bugs...
Evil....
Ok that was not normal...

Anyway, glad you fixed it!
What kind of progress have you made?
Hangar? Training section? Anything?




:emperor: I shall rule the galaxy.

JonM
07-07-2002, 03:43 AM
I am a newbie to JK2, but in HL you make a brush and tie it to the ladder entity, but that will be invisble, then you just make the visible ladder right behind it. The two brushes should not be in the same spot.

:)

Wes Marrakesh
07-07-2002, 05:15 AM
hmmm... so you are saying to make the physical brush then the brush with the ladder texture on it just in front of the ladder?
i had limited experience with worldcraft but jk2radiant is better ;)

Lucko Mabri
07-07-2002, 05:16 AM
ummmm? :D

-Lucko Mabri

Wes Marrakesh
07-07-2002, 05:25 AM
Well, i have finished landing pad one, and i am begining to update the bunk rooms with the new layout. I have already done the tope floor and i am working down. When i have finished with this and adding more windows, then I will make the hangar.
Anyone have suggestions on ships to go in there?

Grets Sirob
07-07-2002, 05:27 AM
The A-Wing, the Outrider, to name a few.
That is, if you have the room to put them in(the outrider...)...




:emperor: I shall rule the galaxy.

Lucko Mabri
07-07-2002, 05:27 AM
Maybe get someone to make a jedi starfighter prefab? oh and also use Slave 1 X-wing And Naboo Starfighter :D Maybe soem others but nothing to boxy and chunky.

-Lucko Mabri

Wes Marrakesh
07-07-2002, 05:36 AM
lets see.... i think i have a slave 1, i have the awing i think, i have outrider, n-1, s-swoop, everyone has x-wing :) and ties, too. what about lady luck?
The only problem with all of the ships is map size.

Grets Sirob
07-07-2002, 05:39 AM
Where exactly is the Lady Luck anyways...




:emperor: I shall rule the galaxy.

Lucko Mabri
07-07-2002, 05:40 AM
Is lady luck chunky? I think you should keep to a-wing x-wing maybe get someone to make a y-wing and maybe even a millenium falcon? :D

-Lucko Mabri

Wes Marrakesh
07-07-2002, 05:52 AM
i've got a falcon ;)

Lucko Mabri
07-07-2002, 06:02 AM
Kool! :D All we need now is a y-wing. Could i have a picture of the lady luck?

Lucko Mabri
07-07-2002, 06:04 AM
Oh is the lady luck in the ep1 level? it looks boxy! :eek:

-Lucko Mabri

Wes Marrakesh
07-07-2002, 06:08 AM
the lady luck in the ep1 level is the same as in nar shadda, silly :p I dunno if there is a y-wing, though =(
Alrighty, bunk remodelling is complete, the only thing now is to try to get a working ladder and to decide if i wanna put those for push training level designs on bumk rooms to identify who is in which room. You know, in yavin, those hexagons on the wall and those squares on the floor.....

Wes Marrakesh
07-07-2002, 06:10 AM
Oh yeah... and then there is the damn window problem.

Grets Sirob
07-07-2002, 06:17 AM
Let me get this straight once and for all.
You want to have an actual ladder that you can climb up?
Is that what you want?




:emperor: I shall rule the galaxy.

Wes Marrakesh
07-07-2002, 06:18 AM
yes... what else would the ladder texture be for?
oh BTW... what you guys think of a raven's claw in hangar?

Grets Sirob
07-07-2002, 06:21 AM
Raven's Claw sounds great!
But you can't make a ladder to climb up.
As far as I know, you can't make them, not to mention there aren't any animations for it.




:emperor: I shall rule the galaxy.

Wes Marrakesh
07-07-2002, 06:25 AM
damn! then what DOES the ladder texture do?

Grets Sirob
07-07-2002, 06:31 AM
No idea...
Might be something for ladder levels(the ones where you kill a guy and more spawn, etc.)...




:emperor: I shall rule the galaxy.

Wes Marrakesh
07-07-2002, 06:33 AM
i doubt it... that killing a guy then more spawning would be a script methinks

Lucko Mabri
07-07-2002, 07:29 AM
Yeah. Stick to republic ships in your level not a whole range because it looks dumb. X-Wing, Y-Wing, A-Wing, Lady Luck (Too Chunky Maybe), Millenium Falcon, Ravens Claw And Moldy Crow :D

-Lucko Mabri

p.s-Think of anymore republic ships?

Wes Marrakesh
07-07-2002, 07:34 AM
I just got an idea from playing w/my collection of ships :rolleyes: :D :o of the hangar layout.... but do you know of a y-wing or moldy crow model i could use? i'll drop lady luck
UPDATE:
The only thing left now are doors, windows, and possible markings (i forgot to mention i still had to light the other rooms in last post! *slaps head*) After these are done I will begin hangar!

Wes Marrakesh
07-07-2002, 09:30 AM
whew! it is hard work to manually select each face and click slider then apply the texture, although i think i might be going overboard wit the lady luck outer deck stuff, i think it looks alot better than the blue/grey grating and it gives the level a dark, kinda mysterious and creepy feel.

Galactic Magi
07-07-2002, 09:40 AM
If its that good then PICS!

Galactic Magi
07-07-2002, 09:41 AM
respond angelDP!

Wes Marrakesh
07-07-2002, 09:47 AM
can anyone else host pics? maybe i should make a site off of jomaps like rich or get some webspace... *sigh*:( this gets annoying sometimes...

Galactic Magi
07-07-2002, 09:54 AM
ya might as well so you dont run into this problem with your next maps

JonM
07-07-2002, 08:38 PM
Originally posted by Wes Marrakesh
hmmm... so you are saying to make the physical brush then the brush with the ladder texture on it just in front of the ladder?
i had limited experience with worldcraft but jk2radiant is better ;)


no :)


make the invisible brush in front of the brush with ladder texture, that brush will be tied to the func_ladder entity (mabye have it coated with the trigger texture). So the player will be going up the invisble brush.


Also I have image hosting service :)

Wes Marrakesh
07-08-2002, 12:49 AM
Originally posted by JonM



no :)


make the invisible brush in front of the brush with ladder texture, that brush will be tied to the func_ladder entity (mabye have it coated with the trigger texture). So the player will be going up the invisble brush.


Also I have image hosting service :)
no :)
there is no func_ladder entity
and the trigger would have to DO something, but i'll try again
can you post my screenies?

Wes Marrakesh
07-08-2002, 02:07 AM
skybox complete, i am deciding on a outer wall texture. I am putting glass windows in places to see out and i plan on adding a second landing pad below the one that is there now.

Wes Marrakesh
07-08-2002, 02:09 AM
anyone know of a good place to make a site to host pics?

Lucko Mabri
07-08-2002, 02:39 AM
Nope

-Lucko Mabri

p.s-Hope that helped :D send pix to www.jedioutcastmaps.com

Wes Marrakesh
07-08-2002, 03:56 AM
that didn't help lucko!
duh!:rolleyes:
they asked me to send them the map not the pics and they never replied and never put it up...

JonM
07-08-2002, 06:23 AM
e-mail me them, just make sure they are jpg around 150kb:

JonM90@hotmail.com


:)

Wes Marrakesh
07-08-2002, 10:33 AM
too late, most are 300-350. i'll try to get them on my clan's stie, though

Wes Marrakesh
07-08-2002, 12:55 PM
bump!
i have begun the hangar!
i added areaportals!
i think i did the sky wrong!
my elevator now spawns in the wrong place!
compile time has jumped up!

Eklin
07-09-2002, 04:47 AM
make a site at http://www.geocities.com
Then, upload your pics, and then change the file extension from jpg/gif/bmp/whatever to txt. That way, you'll be able to link directly to them.

Wes Marrakesh
07-09-2002, 04:50 AM
ok... i have added the outrider into the hangar, which is bigger now, and i have added crates and deleted the whole skybox 'cause i think i was doing it wrong...
can i wait a little and see if i can get it on clan page or make own page?

Wes Marrakesh
07-10-2002, 01:05 AM
BUMP :rolleyess

Wes Marrakesh
07-10-2002, 05:14 AM
oh :joy: oh :joy: oh :joy!
pictures are up (finally) along with my site
go here (http://www.geocities.com/wesmarrakesh/index.html)
enjoy!

Lucko Mabri
07-10-2002, 05:36 AM
I'm tired *yawn* glad to see the pics. hope you get the page design sorted out *falls asleep* gsergserhgreyhjr]j
#[['p['p45-24i3-5i...............

-Lucko Mabri

Grets Sirob
07-11-2002, 02:36 AM
Hello!
I'm back!
I've been away for awhile....
(Divided's goings to kill me.....)
Bump
Glad to see you're still working on it.




:emperor: I shall rule the galaxy.

Wes Marrakesh
07-11-2002, 09:33 AM
geeze, i go to all that trouble to get them up and no one seems to care...
:sob: :( :confused:
heh :lol:
i am working on the hangar and i have beegun texturing the building outside, but...
HOW DO I DO THE SKYBOX PROPERLY???

Lucko Mabri
07-11-2002, 01:59 PM
I care but i dont have a ****ing clue on how to help you :D

-Lucko Mabri

Wes Marrakesh
07-12-2002, 01:21 AM
i meant more like feedback...

Karshaddii
07-12-2002, 03:47 AM
As far as I know--the Quake III Arena engine does not support ladders.

BUT

There is a nifty (and pain in the a##) way of making a ladder--sometimes this will work--and sometimes this wont--you have to keep trying it. Also--it doesn't look THAT great anyway.

It is better to use GTK for this one--you need to be able to make as small a brush as possible--I think the smallest JKRAD grid is 1--the smalles GTK is 0.25

Make a ladder with brushes--but--make each strut just one increment skinnier than the other--so the top strut is smaller than the one below it.

Ok--with that done--

pull out the handy-dandy nodraw brush.

now make microscopic steps--from each strut to each strut--you you have one staircase per 2 struts. Follow me?--no--Ok..

Each stair case should have only 3 steps in it--and remember--you want them as thin as possible--I really should insert a screen but I don't know how.

This worked in Quake--but I suppose there is another way--a much EASIER way....

Make a Ladder.

Then place a trigger brush so it covers up--but just BARELY the ladder. Then right click on the trigger brush in the 2D view and select trigger_push.

Then, with the trigger brush selected again press "N" and check the "make linear" box.

Then turn the speed down to 40 or whatever you want--the default is 1000 and that is waaaaayyy to fast.

Then right click in the 2D view and Select the Info_Position entitie--and place it just above your ladder.

Deselect--then selected your trigger brush--then your Info Position in THAT order--and press cntrl-K

Bingo.

A ladder that probably won't work but give it a try anyways.

Grets Sirob
07-12-2002, 07:37 AM
Originally posted by Wes Marrakesh
i meant more like feedback...
*snicker*
Heh, yeah I think that's right lucko...

Anyway!
"I care"-- Luke
At least, I would, if I could find them!
Oh well...




I also just realized that Wes is a copycat. Compare the titles:
==>AWMP<==Coruscant Skyscraper
>:AGSP:< Mimban Temple
Notice a similarity?




:emperor: I shall rule the galaxy.

Wes Marrakesh
07-12-2002, 09:16 AM
Imitiation is the sincerist form a flattery, Grets ;)
it is not copycatting but a good idea!
and you only just noticed that?
And what do you hold against cats, dog lover? :mad:
what do you mean, find them? click on the link to the photo index!
oh and karshadii, i thought about a trigger__push, but then i though: how would you get back down? you would keep landing on the trigger!:confused:
oh well

Grets Sirob
07-12-2002, 10:56 AM
Well, if you put it that way...

And I am absoloutly, positively, NOT a dog lover.
Cats are the true masters of the universe.

Anyway, back on topic here :D
(I know it's a good idea, that's why I adopted it...)
Photo index, I'll check...



Ah-ha!
Your background makes it hard to see...
Nice screens.




:emperor: I shall rule the galaxy.

Wes Marrakesh
07-12-2002, 11:02 AM
thanks! i need to update, and i was working on changing the background...
will all the ships in the hangar (total six) make too much of a performance issue?

Karshaddii
07-13-2002, 01:13 AM
Well I never said it was a two way ladder = )

Wes Marrakesh
07-13-2002, 01:20 AM
site updated!
new pics of the hangar and outside!

Grets Sirob
07-13-2002, 05:22 AM
Hey!
I can see the links now!
Heh, anyway, nice screens, love that hangar...




:emperor: I shall rule the galaxy.

Wes Marrakesh
07-14-2002, 05:45 AM
what do you think of the angled collums in the hangar? particularly the texturing? because i was unsure of wheter they looked good.

Grets Sirob
07-14-2002, 12:13 PM
Hold on, let me check...





Yeah, looks good :thumbsup:!
Amd about those clip brushes, you may want to clip(the tool) them so it looks exactly like the model. It looks weird when your floating on nothing...

Oh, and I don't understand your jedi outcast screenshots, I would have at least put some weird pictures up(like some stormie swimming above a computer consel, guess who's seen that...:D)




:emperor: I shall rule the galaxy.

Wes Marrakesh
07-15-2002, 04:13 AM
If JK was on this comp i'd take a screenies of a stormie trying to swim...
just took some pics of the Yuuzhan Vong model last night ;)

Wes Marrakesh
07-15-2002, 10:02 AM
I just skyboxed and run...
one of my hangar walls is a HOM even though it is structural
The hangar elevator (func_train) spawns in a corner of the map and won't move
and as i go from floor 2 to 3 i get this wierd effect that is thiis angled image, mostly grey with white stripes.
WTF IS WRONG:confused: :confused: :mad:

Grets Sirob
07-15-2002, 10:45 AM
I can't help you much, but I do know that the white and grey is a no texture texture.
Means it can't find the image for it.




:emperor: I shall rule the galaxy.

Wes Marrakesh
07-15-2002, 12:15 PM
how do you figure out which texture?
go here (http://www.geocities.com/wesmarrakesh/photos.html) for hte problem pics (at bottom)

Grets Sirob
07-15-2002, 12:22 PM
I can't see the screen.




:emperor: I shall rule the galaxy.

Manquesa
07-15-2002, 12:44 PM
Your site seems to be down Wes.

And as for that ladder texture. Raven apparently didn't implement that into JK2 for whatever reason. It was however implemented in Elite Force. All you have to do in EF is make a brush with the ladder texture big enough for the player to fit inside and that's it, the climb animations gets turned on and you can climb up or down. Theres is no climb animation for JK2, they probably didn't feel like having to account for someone with a saber in their hands while climbing, I guess.

You're best bet would be to not even worry about the ladder, and just use a lift or stairs instead.

Wes Marrakesh
07-16-2002, 01:00 AM
2 things:
first, site is back up (it's that damn geocities transfer limit)
2nd, Grets, you said that the grey lines is for a missing texture. My hadngar wall has dissappeared. Any connection?
BUT, that wall is the same texture as the other walls.

Wes Marrakesh
07-16-2002, 01:43 PM
BUMP!:mad:

Wes Marrakesh
07-17-2002, 01:38 AM
manquesa, i've been having funky elevator issue for a while now, i had to go to func_trains and those spawn out of place and don't move... *sigh*
looks like i need a pics update!

Manquesa
07-17-2002, 07:13 AM
Originally posted by Wes Marrakesh
manquesa, i've been having funky elevator issue for a while now, i had to go to func_trains and those spawn out of place and don't move... *sigh*
looks like i need a pics update!

Make sure you have an origin brush as part of your func_train and that you didn't add it after you made the func_train. It's very important that you select both the brushes that will be the func_train and the origin brush at the same time and then right click and select func_train. The origin brush is what determines where it will spawn so if you didn't do that right then it will spawn somewhere else and will not work. You may need to ungroup the func_train entity to make it just regular brushes again and then reselect everything including the origin brush and make it a func_train again.

Wes Marrakesh
07-17-2002, 10:20 AM
I'll try that... what about that funky grey and white thing?:confused: :confused:
oh BTW i've closed off two bunk rooms to add FPS
And i STILL don't understand skyboxes

Wes Marrakesh
07-18-2002, 02:00 AM
bring
up
my
posts

Grets Sirob
07-18-2002, 05:11 AM
Sorry I can't help you, I wish I could.
It's just your messing with stuff I've never touched before.
Sorry.




:emperor: I shall rule the galaxy.

Wes Marrakesh
07-18-2002, 05:15 AM
should probably update the pics...:lol:

Wes Marrakesh
07-20-2002, 12:51 AM
:mad: BUMP!!!:mad: grrr.......

Grets Sirob
07-20-2002, 07:27 AM
Wes, I understand what your feeling(whoa, that sounded cheesy...).
But you've got to give us updates...




:emperor: I shall rule the galaxy.

Wes Marrakesh
07-20-2002, 07:50 AM
i'm compiling right now i'll take some screenies

Quall
07-20-2002, 09:28 AM
sounds great, can't wait to see them.

Wes Marrakesh
07-21-2002, 12:32 AM
i'm loading the pics now, soite will be up in about an hour, i'dd guess, due to bandwith limit. my site is here (http://www.geocities.com/wesmarrakesh/index.html)

Eagle_e7
07-21-2002, 02:27 AM
Looks really nice wes:)

Keep up the good work:thumbsup:

Wes Marrakesh
07-21-2002, 03:17 AM
Thanks! i think i will do a beta (might be an alpha) test, privatley. I want to make sure the stuff is ready for me to move on the the last section... any thoughts/ideas/comments?


Just a quick question... who can see my avatar?

Eagle_e7
07-21-2002, 03:56 AM
Seems fine to me:)

To get the glass to look better though, increase the horizontal and vertical size of the texture, that should make it look a little better:)

And i can see your avatar:D

Wes Marrakesh
07-21-2002, 05:26 AM
how do i do that eagle?
any beta testers offering themselves?

Eagle_e7
07-21-2002, 08:12 AM
Select your glass and press "s" to go into the texture properties
then on the "horizontal stretch" and the "vertical stretch" keys press the up arrow.

Ah Boon
07-21-2002, 11:12 AM
wes, im interested in your beta tho :)

DukeSkywalker
07-21-2002, 11:22 AM
where are the new shots...??? :confused:

Lucko Mabri
07-22-2002, 10:21 AM
I am very intrested in the beta! I have been following this map from the start and i would take it as a honour to beta it.

-Lucko Mabri

Wes Marrakesh
07-22-2002, 01:35 PM
heh thanks guys. there is a more direct pic link here (http://www.geocities.com/wesmarrakesh/photos.html)
I'm gonna finish adding guns then i'll send it out

Lucko Mabri
07-22-2002, 01:42 PM
Hey. I have something to moan about in your new screenies :D You know those strip lights on the ceiling? dont make them go from one side of the wall to the other strehcting the whole length. Make them shorter :D If i am right it should look better.

-Lucko Mabri

Wes Marrakesh
07-22-2002, 04:55 PM
You know, beta people, it would help if you gave me your email:p
i thought it looked good all the way down, lucko.... maybe i should eliminate some of the light entities i placed to amplify the shader's low light....
which rooms anyway?

Lucko Mabri
07-22-2002, 05:10 PM
The Main Hall and Empty Armorey :D My e-mail is either: lmbr24280@blueyonder.co.uk or luns_jao@msn.com . Try sending it to the lmbr since it has a lot more space............






i think :D

-Lucko Mabri

Grets Sirob
07-22-2002, 07:08 PM
*gasp*
It's playable!
The texturing is done!
The glass is clear!
*gasp*

Holy crap you've done a lot in the space of, um, how many days?
Ah, who cares, looks incredible!
Oh, is your elevator working yet?




:emperor: I shall rule the galaxy.

Wes Marrakesh
07-22-2002, 09:17 PM
thanks for the support guys

Grets, it's been like 2 days :p
I've been adding guns and spawns and items and such
Gave the hangar a forcefield
both elevators work
fixed areaportals
added room to fall down and die by going
AAAHHHHHHHHH *splat on ferrocrete*
read: trigger_hurt with damage at -1
music has been decided upon.
almost ready!

Ah Boon
07-22-2002, 11:08 PM
wes, my email is kcwoon@hotmail.com !! pls send me the links to the beta! :)

Wes Marrakesh
07-23-2002, 12:50 AM
Ok i waited out a lengthy FullVis compile time, hoping to take some screenies and release the map to the beta people, but guess what?



































Ok.... you don't know so i'll tell you:swear: : When i try to run it throught the console, it says 'Starting up' then it brings up and error window that reads (i think):

SV_SetBrushMode: NULL

and i click ok and it goes back to main menu. WTF?? PLEASE HELP!!!!:swear::swear::swear:

__CKY__
07-23-2002, 12:54 AM
oh noooooo :rofl: someone help him i wanna play this map still :'( lol id help but i dunno how lol

__CKY__
07-23-2002, 12:54 AM
i got post 100 bum bum bum bum bumj bah lol sorry had to do it :P

Eagle_e7
07-23-2002, 07:18 AM
Heres what the q3a error messages page says about sv_setbrushmodel: NULL

==========================================
The map has some brush ents which are only one unit thick (paper thin). I'm not sure what the minimum thickness is supposed to be, but it apparently needs to be thicker than one unit.

You may also get this error when you have a brush model entity which does not have any valid brushes, i.e. a func_rotating with nothing but a common/origin brush. This could also be caused by a func_areaportal with a common/areaportal brush.
==========================================

Also did you compile with gtk? Theres no problem with compiling with gtk it's just that i'm sure i remember getting this or a similar error after compiling with it. I could be mistaken though:)

Just a couple of things for you to try out:)

Wes Marrakesh
07-23-2002, 03:55 PM
I compiled in JK2Radiant....
how much of my map is supposed to be detail becasue i keep getting errors in the log about areaportals not touching two areas even though they are in a doorway, is it becase the walls are detail?
alos, put areaportals inside my elevator holes...

Eagle_e7
07-24-2002, 07:47 AM
Originally posted by Wes Marrakesh
I compiled in JK2Radiant....
how much of my map is supposed to be detail becasue i keep getting errors in the log about areaportals not touching two areas even though they are in a doorway, is it becase the walls are detail?
alos, put areaportals inside my elevator holes...

Yes it's probebly because the walls are detail.

A good way to think of area portals is like this...

Imagine that the area portals emit a deadly fog, but the rooms that you're trying to put the deadly fog in must be air tight otherwise the fog will escape. Imagine things that are detail to be full of holes, so they dont stop the fog from escapeing. You have to make the room that you want to be area portled completely airtight so the fog wont escape.

So basically all you need to do is make the actual walls floors and ceilings structural to prevent the fog from escapeing.

One more thing worth mentioning is that glass does not block the fog either, so if your glass is going out into a huge skybox which has other rooms with glass, your fog is going to leak into all those other rooms if you know what i mean:)

Wes Marrakesh
07-24-2002, 01:39 PM
ok... so i need to put areaportals in my many windows, too? don't want that deadly gas to kill alll of Coruscant, do we?;)
:lol:

Eagle_e7
07-24-2002, 01:51 PM
Heheh:lol::D

The problem is though, as far as i know you cannot area portal windows:(

So if you have glass which leads out to glass in other rooms i'm afraid as far as i know theres no way to area portal:(

Wes Marrakesh
07-24-2002, 09:03 PM
BUMP!
Why not eagle?
Used brush purge, compiling...

Eagle_e7
07-24-2002, 10:09 PM
Iv'e never really tried it before so im not sure if it does actually work.

But think of it this way....

Imagine that the only areas of the level that are visible are the areas filled with deadly gas. So if the glass did block the gas anything behind the glass would not be visilble so you would get a kind of a void thing going on behind the window:D

Wes Marrakesh
07-25-2002, 03:11 PM
Ok...breath....*huff huff huff pant pant pant*
sorry about last post:D
I went back into my level, deleted the 3 new models and the 'force field(supposed to be that blue energy field in deathstar map)', compiled in FastVis1/2 and....
*gasp*:eek:
It worked! :joy:
although we have 2 new problems.
First, my trigger_hurt (with damage at -1) does NOT do the fadeout insta-kill. it just deals normal damage.
Second, i have to figure out which thing it was that provided the error.

Wes Marrakesh
07-26-2002, 01:16 AM
Alright... i fixed the trigger_hurt problem by using the key dmg instead of damage...
I need ideas on:
How to boost FPS
How to get r_showtris to work, and
What should i put outside on the landing area/pad?

Wes Marrakesh
07-29-2002, 01:17 PM
BUMP!!!!
And a kind of update...
In an effort to make the outside interesting i made a pair of defense turrets... they don't work though only eye-candy...
Replacing the :naboo:s with :tie:s, after all they are on coruscant...

Wes Marrakesh
07-30-2002, 12:07 PM
OK.... beta testers, prepare to get the map. read the readme.

Wes Marrakesh
07-30-2002, 12:10 PM
oh yeah..... if you have hotmail get msn messenger and add me to contacts i'm wesmarrakesh@hotmail.com

{xg}darthVADER
07-31-2002, 05:31 AM
i caant see your screenshots:( :deathii:

Grets Sirob
07-31-2002, 10:35 PM
I hope I get to beta...
(I'm baaaack!:D)
(Run for your life...)

Ah Boon
07-31-2002, 11:04 PM
put me in the beta.... or else.. :D :p

Wes Marrakesh
07-31-2002, 11:36 PM
you're on my msn contacts list get on msn sometime i'll send

~Rebel_Monkey~
07-31-2002, 11:37 PM
I'll beta test if you dont have enough testers already.:)

Wes Marrakesh
07-31-2002, 11:41 PM
i don't know if i have enough... sizzle hasn't put it up on clan site yet ;)

~Rebel_Monkey~
08-01-2002, 01:28 AM
okay.:) i hope its up soon :)

K.O
08-01-2002, 08:14 AM
I'd love to help you out by beta testing Wes. I got MSN MSGSER. If I can let me know and I'll give you a buzz.

Wes Marrakesh
08-01-2002, 11:51 AM
that site is intended mostly for clan use only..
not gonna advertise the link and have everyone and their brother who is not rc dloading it and sending me info... i'll just get overloaded. gimme your email and i'll put you on.

~Rebel_Monkey~
08-01-2002, 03:01 PM
i emailed you my email:)

Wes Marrakesh
08-01-2002, 03:42 PM
OK, TO ALL BETA TESTERS:
I will be re-releasing and updated beta do to the following:
An attempt to raise FPS
An attempt to fix the loading bug.
Adding more gametypes.
Changing Lights.
Changing Sky.

K.O
08-02-2002, 01:46 AM
bivu2and3@hotmail.com

Wes Marrakesh
08-03-2002, 06:58 PM
bump!
i know i haven't updated in a while... i'm trying hard to get issues sorted out.... check threads func_plat, r_showtris 1 and areaportals.... lol
ad i'm trying to get my sky to work so..

~Rebel_Monkey~
08-07-2002, 01:04 AM
>bump<
..........
.........
are we there yet??
......
......:)

Galactic Magi
08-07-2002, 02:43 AM
o.o this is still being made? i thought this map was shot

Wes Marrakesh
08-07-2002, 12:22 PM
well, it's kinda on hold......
*winks at shadriss* ;)should we?

~Rebel_Monkey~
08-07-2002, 06:42 PM
*cough*yesyoushould*cough* :) ;)

Wes Marrakesh
08-07-2002, 09:36 PM
*cough*no*cough*:p

~Rebel_Monkey~
08-09-2002, 07:00 PM
dang:)

Wes Marrakesh
08-09-2002, 07:07 PM
*cough*prj*cough*ectbrav*cough*onearc*cough*omp*co ugh*etion*cough*
Whew... *cough* lotta dust in here :D

Arkum
08-09-2002, 07:49 PM
falcon23786@hotmail.com

Wes Marrakesh
08-09-2002, 10:25 PM
hotmail email won't cut it too big. besides, i think i will drop this... wait for BRAVO.

K.O
08-10-2002, 08:05 PM
Put it on a super secret website. :|

Wes Marrakesh
08-12-2002, 12:28 AM
Negative :p

Shadriss
08-12-2002, 08:47 PM
Well Wes, since I already let the cat out of the bag to the RCs, I guess we'll let these poor slobs know about BRAVO.

THe following is a direct quote (of myself) in the Rogue Commando Message Board:


I took a good hard look at the level Wes released for BETA testing, and, as I also map a bit, I talked with him quite a bit about how to do this and that and the other thing. Well, finally, ,after a small amount of wheedling and begging ( :) ) Wes allowed me to remake just one room in the level, ,as a demonstration of what I meant by a few comments.

His responce, when he saw it, was on the order of "WHOA! How did you do that!?"

Things got busy after that. Using his original blueprint, and under his careful and omni-present direction, I began a complete re-work of the level. This level is now, with a few small exceptions, complete.

For those who have played the orignal BETA release, ,I'll summarize the major changes.

Hanger Deck : Re-organized the positioning of the TIE Fighter Catwalk and gave the room more combat area. While the area itself is somewhat smaller that the original it IS capable of holding a quartet of TIE fighters and a tri of X-wings on station. The Elevator system was reworked, and now operates flawlessly.

2nd Deck : The six bunkrooms on this floor have been reduces to four. The remaining rooms were combined into a single room, and made into a kitchen/food prep area, complete with cafeteria-style serving bar. Added a line of columns down the center for architectural diversity. Added custom bunkroom crests to replace the old versions "Yavin Stone" symbols.

3rd deck : Reworked the arrangement of doors. The smaller room next to the conferancec room has been made into a Office Foyer, with a door leading into the COnferance room. The door from the conferance room directly to the hallway has been removed. Reworked the four bunkrooms on this level in the same manner as on Deck 2. THe exception to this is the one on the far end, , which has been converted into a single-man berth (Your Welcome, Sizzle!).

NEW! 4th Deck : A new addition to the level. It features a small hallway, with two sets of stairs leading up to 5th Deck and two doors leading to two seperate dueling arenas (for the settling of small deferances!). The first of these is filled to about waist level with water and has a few rocks. The otheris filled with floor-to-roof columns for lots of comabt thrills.

NEW! 5th Deck : Adds an armory (to get those weapons not found elsewhere on the level) and acts as an observation deck for the combat arenas below, allowing spectator sports and a convieniant way to handle RC Duel tourneys, should we choose to do so.

Plans included, at one time, a War Room and a roof-top landing platform and dualing area, but for the moment those are not to be included, simply because it's getting confusing drawing in more rooms stacked on top of each other. (That's a LOT of white lines!)

So, ,there you have it. Project BRAVO revealed. It has only to go through one final approval phase (to take place when Wes returns from his LOA) and then, it will be released to SIzzle for placement on the RCHQ Page.

Screenies, for those who wish a sneak-peak, will be posted on my Mapping Page, http://www.geocities.com/shadriss/index.html shortly, if not already done.


Hope that satisfies you people. Have a great day.