Oh CJ, you so silly.
In other news. START YOUR EDITORS THE CHALLENGE IS GO. See you Sunday!
Oh CJ, you so silly.
In other news. START YOUR EDITORS THE CHALLENGE IS GO. See you Sunday!
This looks like a very fun little challenge. I absolutely suck at speedmapping challenges but I'm sure this'll be good practice. I'll defo give this a shot if I've got time this weekend as I've always loved the look of nightwatch. ![]()
Just so I'm not making some terrible mistake, almost all of the 256x256 textures have to be scaled by one half to be the right scale, right?
No, most textures should be used at 1:1 scale. You'll see a lot of the tall walls have 160 unit tall wall sections with 96 unit tall metalish panel sections on top of them - that was to keep the textures power-of-two, but make sure we didn't make textures that were TOO ridiculously out of scale.
As an added bonus: Our skies! http://www.gamefront.com/files/20504288/nw_skies.rar
I unfortunately don't have light settings immediately handy for these
If I can dig any up, I'll post them.
Started blocking in today. Happy with the scale, but not with the lighting at all... though I'm pleasantly surprised with how fast ZHLT 3.4 x64 is, 10k patch large space only takes a few seconds to light. Now to hook up all the routes and do some Ken Banks-style stuff to it...
Why not extend the challenge for an entire week? I can see a lot of drama with people posting half-assed maps because they spent the entire week trying to fix compile errors ![]()
The quality bar would definitely raise if we run it for an entire week.
I say we keep it over the weekend. If you want to dodge compile errors I'd say keeps things simple.
I started three or so hours ago and my plan is to have it playable and functioning in three more hours. If you keep things small and simple, the process is really quick. At least if you don't go crazy on the detailing ![]()
It's one big area basically. Lots of ladders. Did the majority of it well into last night and just solved a bunch of disappearing func_wall issues this morning. Few more detail tweaks/gameplay stuff and that should be it.
Something tells me I might have some scale (note the tiny scientist in the bottom right of the second shot) and scope issues. I might start again and aim smaller or just scrap half the map.
Ugh, only just found out about this, would definitely have joined if I knew about it before. If there ever is another competition I'll be sure to have a go.
Good luck to everyone who participates, can't wait to see what people come up with.
Update for today... going to pick it back up tomorrow.
Really disappointed with how flat the lighting is, the light controls are much worse than Source. And since Source detached luxel resolution from texture resolution, this GoldSrc silliness really bugs me. Ah well, eventually I'm sure I'll make it work instead of blaming my tools. ![]()
Will do re-lighting, add a few more details, add some ladders and do monster and weapon placement tomorrow. (mp_allowmonsters 1 ftw)
my mappin efforts was disrupted by an old mate who was in town...
drunk mapping commences.
everyone likes crates right? Also erratic I like the style, but I think it's possibly a bit on the dark side for gameplay (perhaps better when you have fullscreen). also, i hate ladders ://
One more bonus for you guys, I found a light setting for the nwdusk sky:
Brightness: 247 186 149 18
Angle: 244
I'm digging to see if I can find the other ones - I'll post those if I can, but you're of course welcome to create your own as well ![]()
CampaignJunkie - How are you changing the lightmap scale? Is these some compiler command?
Have everything sealed up and leak free, now to light it.
I'm drawing blanks when it comes to detailing. I'm starting to see why crates are so popular in older engines first hand. So many empty halls.
on hlrad.exe you can do -chop # and -texchop #, default are -chop 64 and -texchop 32, when you do -extra it divides those by two or something
Don’t have an account yet? Register yourself now and be a part of our community!