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phantq3dm6 - Geotechnic - by Tom 'Phantazm11' Perryman

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before bed screenshots - so necessary :)

 

textures are looking really nice. i bet that layout will be a lot of fun too. a couple critiques if i may: that screenshot is looking a little "blocky." as if everything is 16u or larger. maybe try working some smaller 8u trims in? i didn't see this problem in the previous hallway screenshot. also, the corrugated metal texture may be a bit over-used here.

 

keep it up, man. can't wait to see how it looks in two weeks!

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Thanks for the feedback Pat. a lot of things in that last shot are indeed big and "chunky" . My hope is that it will give the area a heavy, industrial kind of vibe. Rest assured though, not everything is built so large. :)

I agree about the corrugated texture though. I will try to cut down my reliance on it.

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Man, this map is starting to feel like a part time job. If I hadn't decided to use a completely new set of textures, I would have been done a week ago.

But I am on the down hill slope now. Having been doing a lot of maintenance work as I build has helped, but has also made the building process slow. I plan on getting a metric ton of work done on this this weekend, so I feel pretty good.

I can't wait to have time to take some decent screenshots!

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Anyone know how to solve the ERROR:TRIED PARENT error when running bspc? I'm a little stumped on this one. 

 

I have everything in the level that is not structural marked as detail, everything is clipped up nice and smooth with player clip (including patches), the level has been hinted and portaled, there are no leaks and vis runs fine.

 

Here is a link to the log file: http://www.phantazm11.com/content/downloads/test_112214bspc.zip

 

Any help would be appreciated!

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Ok, after all morning of investigating this I have fixed the problem. For one, I probably had too many patches, which I will need to fix this afternoon. When that seemed to help the problem a bit but not fix it, I switched compilers and used the bspc from Radiant 1.4 instead.

 

Kicking some bots a$$ now...

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Man, this map is starting to feel like a part time job.

 

I like that - that is how it's supposed to be. Pure dedication.

 

Hipshot: I just wanted to say thank you for YOUR dedication to this game. Not only are you an inspiration for the rest of us, you take your time out to help us all out with problems and provide valuable feedback. You sir, are the man :)

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glad to see you got that error fixed. i've never seen that before.

 

about this:

 

But I am on the down hill slope now. Having been doing a lot of maintenance work as I build has helped, but has also made the building process slow

 

i wouldn't sweat the small stuff, phant. my map is not optimized and has overdraw all over the place. i just told myself early on that whoever wins this competition is not gonna win it by mitering. personally, i'd rather spend time putting more brushes into a map than making sure it's technically perfect. i'm sure you've seen how horribly constructed the original id Software maps were, and yet we still play maps like dm6 15 years later...

 

edit: p.s. just my advice since i've been slowed down a lot by perfectionism in the past :)

Edited by pat h

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