RESOURCE: Mapping

Re: RESOURCE: Mapping

Postby quintux_v » 11 Sep 2013, 02:58

Sniper-Goth {l Wrote}:How about these oriental japanese house style textures i made today?


They look good, but the specularity on the floor ones needs some work, I think. The trak light looks terribly out of place as well. A hanging paper lantern would be much better.
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Re: RESOURCE: Mapping

Postby Sniper-Goth » 11 Sep 2013, 03:23

quintux_v {l Wrote}: They look good, but the specularity on the floor ones needs some work, I think. The trak light looks terribly out of place as well. A hanging paper lantern would be much better.


Hehe, im still playing with the specularity, almost getting the hang of it.
Yeah, the trak light is a BIT out of place.
Anyway, here's a new floor one, wich by itself is the floor texture with blood in it.
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20130910230503.jpg
Blood, blood everywhere.
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Re: RESOURCE: Mapping

Postby qreeves » 11 Sep 2013, 03:26

Seems a bit more contiguous.
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Re: RESOURCE: Mapping

Postby Unnamed » 12 Sep 2013, 13:51

Dratz-_C {l Wrote}:
Jamestonjes {l Wrote}:This leads me upto my last suggestion... Gauntlet-infiltration a mutator for gauntlet that adds checkpoints to gauntle making it more like assault from UT, if you do decide to bring league mode back these could make an interesting combo ;)
Perhaps this might be something like chained, defend-and-control gauntlet, which could be another way of doing this. You start on the offending team, get your control checkpoints on the way to your goal, having to hold them by preventing the defending team from taking your spearheaded control checkpoint. Should the defending team take this control checkpoint, they could then try to overcome the next closest control checkpoint on the way back to the offending team's spawn, making it harder for the offending team to spawn closer to the goal. The question of whether to allow the defending team to spawn at the contra-spearheaded control checkpoint they just took would be a matter of preference. This whole thing seems like a good idea. It is just that it doesn't fit "Red Eclipse" enough like a glove to be realized without too much work, in my opinion, although I would love to be proven wrong.
Cheers

I started a map some time ago wich could fit to this gauntlet mode. It's a moving train. Well, it just looks moving, because the textures of the tunnel are scrolling.
I added textures and lights so here is a screenshot.
You can only move in two directions. I think it's a problem for other modes, but could be good for gauntlet.
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screenshot.0209.jpg
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Re: RESOURCE: Mapping

Postby Ulukai » 12 Sep 2013, 14:07

Unnamed {l Wrote}:I started a map some time ago wich could fit to this gauntlet mode. It's a moving train. Well, it just looks moving, because the textures of the tunnel are scrolling.
I added textures and lights so here is a screenshot.
You can only move in two directions. I think it's a problem for other modes, but could be good for gauntlet.

I believe Sniper-Goth is working on a train map as well. It is more open and he uses particles to create the feeling of movement. It reminded me a lot of the train level in Soldier Of Fortune 1 when I played it :) It was very coold and I would love to see one of those maps get finished so we can try how it plays.
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Re: RESOURCE: Mapping

Postby Sniper-Goth » 12 Sep 2013, 15:11

Ulukai {l Wrote}:I believe Sniper-Goth is working on a train map as well. It is more open and he uses particles to create the feeling of movement. It reminded me a lot of the train level in Soldier Of Fortune 1 when I played it :) It was very coold and I would love to see one of those maps get finished so we can try how it plays.


Yeah. Im doing one train map.
But it's been ages since the last time i edited it :x
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20130912105331.jpg
20130912105311.jpg
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Re: RESOURCE: Mapping

Postby greaserpirate » 12 Sep 2013, 15:36

Ulukai {l Wrote}:
Unnamed {l Wrote}:I started a map some time ago wich could fit to this gauntlet mode. It's a moving train. Well, it just looks moving, because the textures of the tunnel are scrolling.
I added textures and lights so here is a screenshot.
You can only move in two directions. I think it's a problem for other modes, but could be good for gauntlet.

I believe Sniper-Goth is working on a train map as well. It is more open and he uses particles to create the feeling of movement. It reminded me a lot of the train level in Soldier Of Fortune 1 when I played it :) It was very coold and I would love to see one of those maps get finished so we can try how it plays.


That map is more just a funmap, IMO.. I don't think it was meant for serious combat, more for things like this (good times :) ). Though he is also working on a train map for Iron Fist, which you can see here.

There are a lot of challenges in making a passenger train map.. Goldeneye and BF3 managed it, but both the levels are totally linear.. but if you can manage it it would make a cool environment.

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Re: RESOURCE: Mapping

Postby ballist1c » 12 Sep 2013, 22:36

Sniper-Goth {l Wrote}:[Double Post Incoming] How about these oriental japanese house style textures i made today?

i will use them, get some calligraphy/sliding door textures and we're set
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Re: RESOURCE: Mapping

Postby Sniper-Goth » 16 Sep 2013, 02:19

The BARRELS are going to take over the RE world!
Pewdiepie reference :D
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20130915220240.jpg
BAARRRRRELLLSSSSSSSSS
20130915220234.jpg
A barrel tries to shoot the rifle in the bot
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Re: RESOURCE: Mapping

Postby unixfreak » 16 Sep 2013, 22:43

Couldn't find anything in RE for listing all of the skyboxes with previews (i always forget the path/names), so i had a look through sauerbraten's editing menu, and made a few small changes to the skybox selection menu; it works nicely:

Image

Although, you need be in editing mode for it to work obviously.

Add this to your autoexec:
{l Code}: {l Select All Code}
exec skyboxes.cfg


Copy this code into skyboxes.cfg:
{l Code}: {l Select All Code}
newgui skyboxes [
   guicontainer [
      guiheader "select skybox"
   
      guibar   
      guistrut 10 1
   
      guilist [
         guilist [ genskyitems $skyboxlist1 ]
         guistrut 2
         guibar
         guistrut 2
         guilist [ genskyitems $skyboxlist2 ]
         guistrut 2
         guibar
         guistrut 2
         guilist [ genskyitems $skyboxlist3 ]
          showskyshot
      
      ]
   ]

]


skyboxes = [showgui skyboxes]

skyboxlist1 = [
elyvisions/arch3
elyvisions/cave3
elyvisions/dark
elyvisions/hot
elyvisions/rainbow
elyvisions/sh
elyvisions/skyast
elyvisions/skyhsky
elyvisions/skype
elyvisions/sp2
elyvisions/sp3
elyvisions/tron
jojo/city
jojo/redcliff
jwin/altitude
jwin/space2
jwin/space
]

skyboxlist2 = [
mayhem/afterrain
mayhem/aqua4
mayhem/aqua9
mayhem/flame
mayhem/grouse
mayhem/h2s
mayhem/prehistoric
mayhem/scorched
mayhem/shattered
mayhem/trough
penguins/arid2
penguins/arid
penguins/barren
penguins/divine
penguins/harmony
penguins/kenon
penguins/tropic
]

skyboxlist3 = [
penguins/violence
penguins/wrath
skyboxes/clouds2
skyboxes/clouds
skyboxes/gradient
skyboxes/grey
skyboxes/interstellar
skyboxes/miramar
skyboxes/skyhigh
skyboxes/skylump2
skyboxes/skylump
skyboxes/stars
skyboxes/stormydays
skyboxes/sunsetflat
skyboxes/yellow
ulukai/corona
ulukai/redeclipse
]


genskyitems = [
    looplist cursky $arg1 [
        guibutton $cursky (concat skybox $cursky)
    ]
]

alias showskyshot [ guibar; guiimage (concatword "<thumbnail:128>data/" (if (> $numargs 0) [result $arg1] [result (at $guirollovername 0)]) "_ft") $guirolloveraction 4 1 "textures/nothumb"]


Run it with :
{l Code}: {l Select All Code}
/skyboxes
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Re: RESOURCE: Mapping

Postby bonifarz » 17 Sep 2013, 17:35

unixfreak {l Wrote}:Couldn't find anything in RE for listing all of the skyboxes with previews


That's some nice and clean cubescript. However, previews for all of the skyboxes including the six faces each are already implemented in the AGUI by S.E.S. (EDITING, environment, skyboxes). I hope some of that can be merged with the regular editing menus.
viewtopic.php?f=73&t=3304
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Re: RESOURCE: Mapping

Postby unixfreak » 17 Sep 2013, 18:00

bonifarz {l Wrote}:I hope some of that can be merged with the regular editing menus.
viewtopic.php?f=73&t=3304


Oh, thanks for that link. Looks really useful.
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Re: RESOURCE: Mapping

Postby Sniper-Goth » 18 Sep 2013, 03:12

I started to make an big city type map, because i WANT to see that Free Roam mode that is in the tracker made into the game.
Attachments
20130917225600.jpg
Im still defining the things that will go into it.
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Re: RESOURCE: Mapping

Postby Ulukai » 18 Sep 2013, 18:07

bonifarz {l Wrote}:Previews for all of the skyboxes including the six faces each are already implemented in the AGUI by S.E.S. (EDITING, environment, skyboxes). I hope some of that can be merged with the regular editing menus.
viewtopic.php?f=73&t=3304

Amen to that!
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Re: RESOURCE: Mapping

Postby Sniper-Goth » 20 Sep 2013, 02:11

City roam map is getting shape! :)
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Re: RESOURCE: Mapping

Postby Ulukai » 20 Sep 2013, 12:49

Sniper-Goth {l Wrote}:City roam map is getting shape! :)

It could be interesting to see how this turns out. We'll see if it will have more success than the campaign from old days...
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Re: RESOURCE: Mapping

Postby greaserpirate » 26 Sep 2013, 04:20

Map I've been working on, since I have schoolwork and other things it's probably going to take a while..
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20130925223551.png

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Re: RESOURCE: Mapping

Postby Ulukai » 26 Sep 2013, 08:42

greaserpirate {l Wrote}:Map I've been working on, since I have schoolwork and other things it's probably going to take a while..

That looks promising!
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Re: RESOURCE: Mapping

Postby Sniper-Goth » 27 Sep 2013, 02:38

Creepers have joined the barrels!
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20130926220436.jpg
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Re: RESOURCE: Mapping

Postby Jamestonjes » 27 Sep 2013, 16:41

i WANT to see that Free Roam mode that is in the tracker made into the game.

Im not even... gonna say how awesome that would be now we need a server with a massive player count for it
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Re: RESOURCE: Mapping

Postby Jamestonjes » 28 Sep 2013, 06:29

How do i make waypoints for bots? I forgot XD
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Re: RESOURCE: Mapping

Postby Ulukai » 28 Sep 2013, 12:19

Jamestonjes {l Wrote}:How do i make waypoints for bots? I forgot XD

/dropwaypoints 1
Don't forget to use /savewaypoints when done.
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Re: RESOURCE: Mapping

Postby Sniper-Goth » 30 Sep 2013, 03:27

I don't know why this happens, but If you play venus in Onslaught, the grunts like to stay by the red base's side.
This happens in Bath, too.
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Re: RESOURCE: Mapping

Postby Ulukai » 30 Sep 2013, 08:37

Sniper-Goth {l Wrote}:I don't know why this happens, but If you play venus in Onslaught, the grunts like to stay by the red base's side.
This happens in Bath, too.

Hehe, that actually looks quite funny on the picture :D
I never noticed this before but that's probably because I never play onslaught. Does it also happen on other maps than Bath and Venus?
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Re: RESOURCE: Mapping

Postby Sniper-Goth » 06 Oct 2013, 16:19

I just noticed the grunts doing that in venus and bath, i don't know about the other maps.
But here's something i made today for testing :p
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