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Old 05-28-2002, 07:21 PM   #41
RichDiesal
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I might suggest that if you want to enhance the whole "duelist came in and set up lights" thing that most of your lights be like those you would find at an archeological dig... simply copper colored metal stands with a spotlight on top aiming down at the ground nearby.

If you don't know what I'm talking about, there are quite a few in the "dig" levels in Return to Castle Wolfenstein.


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Old 05-28-2002, 08:25 PM   #42
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Hmmm, good idea. I know just the ones you mean.

I'm trying to do Hubris' clipping thing at the mo and not getting very far with it....
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Old 06-02-2002, 09:55 PM   #43
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Here's the latest developments....

Test Shot 7.01 : UPDATED

Test Shot 7.02

Test Shot 7.03 : UPDATED

Test Shot 7.04 : UPDATED

The 'terrain' is a bit rough, I know; I'm thinking of lowering the light level to hide it as best I can

I still need to slick the tunnel and add ceiling lights to it, then make small room #2, two more tunnels, a big room and the final temple/shrine room.

I think I'm going to toy with Milkshape at some point to see if I can make the Desann-icle a static md3.... We'll see.

[[ADDED NEW VERSIONS OF SOME OF ABOVE TEST SHOTS]]

Last edited by RelFexive; 06-03-2002 at 06:47 PM.
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Old 06-03-2002, 12:51 AM   #44
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lookin' good. wondering how you got the slick texture to work? cant wait to duel in your cave.
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Old 06-03-2002, 12:54 AM   #45
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You know, this looks like it'll be a good level. I'll add it to my list of good-levels-in-developement(in my thread, Mimban Temple). Keep up the good work!




Duba-duba-duba!


On the bright side, it isn't dark...
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Old 06-03-2002, 06:53 PM   #46
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You know, all this pre-release praise worries me. Can I live up to everyone's expectations?

SLICK TEXTURE: Cloned the tunnel, reduced it's size in all dimensions by one point and made it 'slick' instead of 'ice' A bit of fiddling and it works a treat.

As you can see from the updated shots above, I've got the first tunnel slicked and lit and the next room down done, though it still needs to be 'terrained'. The two tunnels at the end will go to the last room with the temple/shrine at the far end.

How about the lamps? They've got control panels on them and everything; though they don't do anything....
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Old 06-04-2002, 01:11 AM   #47
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Lookin good!

Yes, you can live up to everyone's expectations, you can do it!




Duba-duba-duba!


On the bright side, it isn't dark...
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Old 06-04-2002, 05:37 PM   #48
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Some more shots:

Test Shot 8.01 - Looking up the first tunnel

Test Shot 8.02 - The room below the tunnel #1

Test Shot 8.03 - The room below the tunnel #2

Test Shot 8.04 - One of the two end tunnels

The Big Room is next, beyond the two tunnels. Bigger, taller, lumpier, more spiny, with the temple/shrine at the end.

Once the basic 'architecture' is done I'll add 'ice rocks', stalagtites/mites and the like.
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Old 06-04-2002, 06:38 PM   #49
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Nice! Looks very good.




Duba-duba-duba!


On the bright side, it isn't dark...
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Old 06-04-2002, 09:45 PM   #50
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Not bad... although I'd advise that any doorframes inside the tunnel be completely inside the tunnel... as in real life, it'd be unlikely that they would hollow out a section of the tunnel to put in a frame... much more likely they would just make a frame flush with the wall.

Unless that curve thing on the inside of your tunnel isn't a round doorframe at all? Hard to tell from those shots.


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Old 06-16-2002, 07:44 AM   #51
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Hmmmm.... I had posted something here but it seems it's been lost in the server change.... How irritating.

Test Shot 9.01 - Temple/Shrine Entrance

Test Shot 9.02 - Firepit and Statue

Test Shot 9.03 - One Side Area

I've done my best with the tunnel entrances. I'm planning to cover the faults with stalactites, stalgmites and boulders

If I can get the drip effect to work I'll add them in, and have a drip sound regardless to give some more ambience.

The Big Room is currently under development, with some 'terrain' walls, floor and ceiling and some outcropping shelves for jumping off at people.

Does anyone think the starting points should be in this Big Room instead of in the top room where the cliff entrance is?
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Old 06-16-2002, 09:14 AM   #52
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Wha...?

I had a post here, guess it got lost.

Well, anyway:

Very nice, been awhile since we heard from you though. And I think that you should start in both places, you could have a story like this:
Good guy comes in looking for bad guy, good guy finds bad guy in room, one of them dies and, well, one of them dies




Mesa stupid!


On the bright side, it isn't dark...
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Old 06-17-2002, 04:52 AM   #53
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Well, I've been working on it in small fits and starts, so it has been a while, yes.

I've started on the Big Room, done everything except the ceiling, though, of course, there's all thw fine tuning and stuff to do after that.

Interestingly, it seems that adding the lights to the Big Room so I can see what's what when testing has had the odd effect of changing the compile time from about 5 mins to almost 40 mins....

Very light intensive in there, I guess.

I'll post some pics when I have the basic geometry of the room sorted out.
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Old 06-21-2002, 06:31 AM   #54
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Okay, here's part one of the Big Room:

Test Shot 10.1

Test Shot 10.2

They look quite dark, I know, but in the game they are a bit lighter than they look in the caps. Plus the Big Room only has two lamps in it at the moment anyway.

So: walls, ceiling, floor, basic features and temple/shrine done. Now add more lights and little features: light beams, stalagmites, stalactites, boulders and drips.

Then try and figure out how easy it is to do bot paths....


--RelFexive-->
All I want is a warm bed, a kind word and unlimited power
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Old 06-21-2002, 07:21 AM   #55
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It's really easy. Just bind them to keys, and go around and press the key to put one down. And that's looking great!
Hope you get it done soon!




Raaarwwaag!


On the bright side, it isn't dark...
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Old 06-21-2002, 05:32 PM   #56
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Hey hey.

Gather round, kids, and let me tell you a story....

The now infamous Desann-icle is go!!!!

Yup, I imported the .glm into MilkShape (I think I'll buy/register it now....), attached the textures to it and exported it successfully to a .md3 model....

Which I then put into an MP level!

So, as soon as I figure out how best to entomb him (icy block with glass bit containing Desann? Modify the skin textures to make them more blue/white and icy? Modify a glass texture to make it more frosty?) that nasty bad guy will appear all iced up in the cave somewhere!


--RelFexive-->
All I want is a warm bed, a kind word and unlimited power
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Old 06-22-2002, 03:10 AM   #57
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Sounds like a great idea!




Raaarwwaag!


On the bright side, it isn't dark...
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Old 07-05-2002, 06:53 AM   #58
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Well.

Finally, an update.

I've sorted out the shape of the Big Room to my satisfaction. It's lit, the Desann-icle is in there. I'm adding stalactites for effect and then I'll add some stalagmites and boulders to the floor.

Then I'll tart up the rest of it and tweak a few spots here and there. This includes adding some light beams to all the lamps.

Then I suppose I should consider adding bot routes.

Anyone want to beta this map? Probably before and after bot routes, since that'll be the last to do. I'll want a second opinion on the map itself.


--RelFexive-->
All I want is a warm bed, a kind word and unlimited power
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Old 07-09-2002, 05:54 AM   #59
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Another update.

The Big Room is done, and the two duelists each start in one of the entrances to that chamber. The Desann-icle is in. I started adding stalactites but they looked nasty, so I removed them.

I tried putting in light beams, but the angles of the lamps prevented me from doing it properly. The damn textures just wouldn't line up right!

Anyway, go HERE to see the page with the links to all the test shots to date. The latest ones, obviously, are 11.01 to 11.07.

11.01 - Left entrance.

11.02 - View from right entrance area.

11.03 - View from left entrance area.

11.04 - View from right side of room.

11.05 - View from left side of room, on ledge.

11.06 - The infamous Desann-icle!

11.07 - Shrine entrance.

I guess the next step is the bot routes.... Unless anyone has any suggestions?


--RelFexive-->
All I want is a warm bed, a kind word and unlimited power
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Old 07-09-2002, 12:11 PM   #60
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looking good. i'd go a shade more blue on the lighting and perhaps make more ice around desann-icle cause it looks a little out of place if thats the only ice in the cave. great work.


- "Theres more to modelling than being really, really, ridiculously, good looking... I guess I'm going to have to answer your question with another question; tell me, how many Abidigenals do you see modelling?"
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Old 07-10-2002, 08:04 AM   #61
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Looks great!

But--it's not a map I would want to duel in--to cluttered.

Now an sp lvl with that terrain would be aesome.


Today isn't your lucky day....tommorrow isn't looking good either...
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Old 07-10-2002, 04:25 PM   #62
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Cluttered by what exactly? The lights?


--RelFexive-->
All I want is a warm bed, a kind word and unlimited power
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Old 07-10-2002, 04:27 PM   #63
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seems a little too cramped for force jumping and such.

-Lucko Mabri

p.s-How long have you been amking this map?
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Old 07-10-2002, 07:42 PM   #64
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It's quite high, well fairly high anyway. The Big Room is the room intended for the actual duelling, anyway; the other rooms are really just there because they should be. The start points are down at the entrances to the main room now so players can just run right in there to fight if they want.

There are a few dark spots for ambushes hidden away....

But plenty of space for leaping around like a mad frog if that's what you like to do.

How long have I been doing this map?

Well, the first post on this thread was.... 15th May. Which surprises me as much as you, I'm sure! I haven't worked on it to the exclusion of everything else; I do have a job, you know. Plus most of the time I was wrestling with JKRadient, which I've never used before.

Making my first map a complicated, lumpy terrain based map might not have been a good idea.... Getting all those patch meshes right, sorting out the shader lights, getting the 'pipe' tunnels aligned correctly, making the fog work; it all took time, in short bursts of an hour or so every few days.

Still.... it is a long time to do one relatively simple map....

Oh well. Maybe I'll be faster next time


--RelFexive-->
All I want is a warm bed, a kind word and unlimited power
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Old 07-10-2002, 09:42 PM   #65
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Ah, so there is more room than it looks?

From the good-looking screens, their appeard to be low ceilings, lots of bumps and stalactites.

Those are all well and good--but I find them hard to duel around.


Today isn't your lucky day....tommorrow isn't looking good either...
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Old 07-10-2002, 10:15 PM   #66
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Right, quick guided tour.

7.01 - Top room. Low and uninteresting. Facing the slippery slope down.

7.02 - What's behind you in 7.01. The way out to the cliff area where nothing happens.

7.03 - Looking down the slippery slope to the next room.

8.01 - Looking up the slippery slope.

8.02 - Room 2. Low. Splits to two tunnels leading to the Big Room.

8.04 - One of the tunnels leading to the Big Room.

11.01 - Right near the 'inital' start point, leading out to the left side of the Big Room.

11.02 - The view from just beyond the left entrance to the Big Room.

11.03 - The view from the right side just beyond the entrance, looking towards the ledge on the left side.

11.04 - Halfway across the Big Room, on the right. The Desann-icle is down in the bottom right.

11.05 - Halfway across the Big Room, on the left, from up on the ledge. It is quite high up from that position. You can see the shrine entrance.

11.06 - A close-up of the Desann-icle, in a colum in the centre of the Big Room about two thirds of the way down.

11.07 - The shrine entrance at the end.

9.02 - The firepit and statue in the shrine.

9.03 - The left side of the shrine.

End result? Only the Big Room is really big enough for a satisfying duel, which is why the players now start down there instead of in the top room. The Big Room is quite lumpy but is actually quite open, more space than some duel maps I've seen.


--RelFexive-->
All I want is a warm bed, a kind word and unlimited power
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Old 07-11-2002, 01:02 AM   #67
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Exxxxceellllenntt!!


Sounds good, I'll be sure to download the map when it comes out.


Today isn't your lucky day....tommorrow isn't looking good either...
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Old 07-11-2002, 04:11 AM   #68
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I'm working on making the lights blue instead of white.

Praise Cholak for ShaderEd2. I'd have no idea how to change the light colour otherwise.

I'll let you know how it goes.


--RelFexive-->
All I want is a warm bed, a kind word and unlimited power
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Old 07-11-2002, 06:19 AM   #69
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If you go to the test page and compare 12.01 to 8.04, you get an idea of how blue the test lights now are.

Does this look better?


--RelFexive-->
All I want is a warm bed, a kind word and unlimited power
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Old 07-14-2002, 08:12 AM   #70
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If you go to the TEST PAGE you will see the latest development....

Blue lighting!

Plus a bit of tiny tweaking here and there.

Then, the final step: trying to get bot routing to work....


--RelFexive-->
All I want is a warm bed, a kind word and unlimited power
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Old 07-14-2002, 08:16 AM   #71
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just looked at the pictures...
did you say a duel map? looks large enough for a well-sized FFA!
looks though
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Old 07-14-2002, 08:25 AM   #72
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Leaves plenty of space to swing them sabres, though, eh?

Maybe I'll make an FFA version some time.... after the other stuff I'm thinking of doing.


--RelFexive-->
All I want is a warm bed, a kind word and unlimited power
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Old 07-14-2002, 11:23 AM   #73
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Glad to see your finally getting some good work done(you seem to have gone on vacation back there...)
The blue lighting looks sweet
And bot routing is not hard at all.
It's extremely simple once you figure it out.
What I did was bind the add waypoint and remove waypoint keys(I never have used the remove waypoint key though...)
Then all you have to do is walk around and press the add waypoint key.
And save the data of course...

But you already knew that didn't you?




I shall rule the galaxy.


On the bright side, it isn't dark...
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Old 07-14-2002, 10:42 PM   #74
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I'm toying with the routing at the moment.

Trouble is, the bots seem a little distractable.

I've set up a route in the Big Room that is basically a figure-eight sat on an upturned V, like:

8
/\
1 2

with the two points being the two starting points for the map, placed in the entrance tunnels. The route starts at '1' and loops round the eight to come back to '2' and then loops back on itself to '1' where it stops.

The bots seem to enjoy following the route to the exclusion of actually fighting each other.

What's with that?


--RelFexive-->
All I want is a warm bed, a kind word and unlimited power
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Old 07-15-2002, 01:17 AM   #75
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You need to put a ton of waypoints down.
They can't do anything but follow the exact waypoint positioning.
If you have only three(if I'm getting you right) waypoints, they will only follow those.
But if you have a lot, say, 20, they'll follow those, but they'll randomly change direction and run into you.
See?




I shall rule galaxy.


On the bright side, it isn't dark...
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Old 07-15-2002, 01:47 AM   #76
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Heh. No no, I have *loads* of waypoints all around the big "8 & /\". About 60 or so. Most of them the computer adds in itself because distconnect and visconnect are set to one.

What they do is run around the route in roughly numerical order; when two bots encounter each other (or a bot finds me) they tend to exchange a few blows and continue on around the route to the actual exclusion of fighting, which is kind of pointless.

Is there a way to solve this? Or is my routing just plain rubbish?


--RelFexive-->
All I want is a warm bed, a kind word and unlimited power
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Old 07-15-2002, 01:59 AM   #77
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Oh, well, that's what bots do all the time, they run away instead of fighting.
You can't help that, it's just something they do...




I shall rule galaxy.


On the bright side, it isn't dark...
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Old 07-15-2002, 02:11 AM   #78
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Oh.

How odd.

Well, I suppose that means my map is complete, then.

Feel like testing it? Anyone?


--RelFexive-->
All I want is a warm bed, a kind word and unlimited power
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Old 07-15-2002, 02:17 AM   #79
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Quote:
Originally posted by RelFexive
Oh.

How odd.

Well, I suppose that means my map is complete, then.

Feel like testing it? Anyone?
I'd like to test it!


JediPunk

Current Map Project:
(SP) Kejim Outpost - Sector 2
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Old 07-15-2002, 02:18 AM   #80
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Sure.
I can do that.
No problem, send it here:
grets_sirob@attbi.com
(I want to rip your map to shreds, heh-heh...)




I shall rule galaxy.


On the bright side, it isn't dark...
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