CBP Episode 'Duke Hard' "One building, one map(per) per floor, small maps"
#331 Posted 09 March 2014 - 02:23 AM
As I said, the level of detail is not going to be much more than you see here and the section will be short, but I should be able to work on it again now. Probably going to change the wall textures in here.
#332 Posted 09 March 2014 - 02:43 AM
e;fb nice shot HT, good to see you're back on your feet
This post has been edited by James: 09 March 2014 - 02:43 AM
#333 Posted 09 March 2014 - 03:02 AM
#334 Posted 10 March 2014 - 01:33 AM
So, Paul B noticed something weird with the sky in his map.
So I went to take a look.
And then I took a look at the template :
Goddamn. That means the sky is all screwed up in EVERY SINGLE MAP.
I suggest everyone (or everyone in which you can see the map's sky) would to take care of 'their' sky. aligning it properly or changing to another similar sky texture should be about the same, I do not believe any player is going to notice whether one used sky #89 and one other sky #96. I just believe texture #89 is more suitable for the rooftop than #96.
Sorry about that
This post has been edited by MetHy: 10 March 2014 - 03:26 AM
#335 Posted 10 March 2014 - 04:06 AM
MetHy, on 10 March 2014 - 01:33 AM, said:
No need for manual work where a trivial m32script one-liner would do. For a start:
do for i allsectors, ife sector[i].ceilingpicnum 96, set sector[i].ceilingpicnum 89
#336 Posted 10 March 2014 - 04:06 AM
#337 Posted 10 March 2014 - 04:53 AM
Helixhorned, on 10 March 2014 - 04:06 AM, said:
do for i allsectors, ife sector[i].ceilingpicnum 96, set sector[i].ceilingpicnum 89
Hmm I don't know how to use those scripts. Where do you enter that? Also I was thinking of using the feature to change all similar textures to another, there is a key combinaison for that.
to Mister Sinister : that's because you're in 32 bit. But... hasn't this issue with skies not working properly in 32 bit been fixed already? It's been like that since the creation of those sourceports
This post has been edited by MetHy: 10 March 2014 - 04:57 AM
#338 Posted 10 March 2014 - 05:29 AM
MetHy, on 10 March 2014 - 04:53 AM, said:
Micky C recently wrote a tutorial on it. I can't find it right now, though. You can enter m32script code in the OSD, prepended by the OSD command 'do'.
#340 Posted 10 March 2014 - 06:26 PM
MetHy, on 10 March 2014 - 01:33 AM, said:
I suggest everyone (or everyone in which you can see the map's sky) would to take care of 'their' sky. aligning it properly or changing to another similar sky texture should be about the same, I do not believe any player is going to notice whether one used sky #89 and one other sky #96. I just believe texture #89 is more suitable for the rooftop than #96.
Sorry about that
Thanks for the laugh Methy, you're too funny! On my drive to work all I could think about is you getting pissed off about the sky texture. Made my morning! But come the end of the day all I could think about was trying that script out and I ended up backing my #%$#ing Tacoma truck into a Metal VAT of @#%$@ing fat! The type of Metal containers that restaurants use to empty their grease into and it busted out my back tail light. Now that's a pissy way to end a day. =(
This post has been edited by Paul B: 10 March 2014 - 06:27 PM
#341 Posted 11 March 2014 - 09:26 AM
Edit : I know it doesn't look very detailed, but it's all behind teinted windows and the cars are in movement most of the time.
This post has been edited by MetHy: 11 March 2014 - 09:36 AM
#342 Posted 11 March 2014 - 11:23 AM
This post has been edited by Paul B: 11 March 2014 - 11:27 AM
#343 Posted 11 March 2014 - 11:34 AM
#344 Posted 12 March 2014 - 12:09 PM
MetHy, on 11 March 2014 - 11:34 AM, said:
Yea i'll do that once i've had a chance to test out Multi-player Co-op & Verses on the map.
#345 Posted 12 March 2014 - 12:48 PM
#346 Posted 12 March 2014 - 12:51 PM
Glad to hear you made your own music!
This post has been edited by MetHy: 12 March 2014 - 12:52 PM
#347 Posted 14 March 2014 - 12:45 AM
MetHy, on 11 March 2014 - 09:26 AM, said:
Edit : I know it doesn't look very detailed, but it's all behind teinted windows and the cars are in movement most of the time.
nice ! good to see you came up with interesting ideas for the first floor - those little details like the bus stop or the moving cars probably add a lot to the immersion.
#348 Posted 14 March 2014 - 01:00 AM
My map's slowly getting progress a bit every day, and I'm getting more ideas for the secret map.
In other news Mike Norvak changed his theme to 'TV Network'. Sounds good to me because what he had planned at first is actually a lot like High Treason is doing anyway!
This post has been edited by MetHy: 14 March 2014 - 01:10 AM
#349 Posted 14 March 2014 - 01:37 AM
#350 Posted 14 March 2014 - 01:58 AM
This being said, I could put more than 3 cars on each side technically, but considering how I started to build them and where I want the stops to be, I could only put max 2 more cars
Edit : wait a second, now that I think of it, isn't it possible to have 2 'subway engine cars' on the same track? if that's the case I could double the number o cars
Edit 2 : yeah it's totally possible, dunno what I was thinking. I'm glad I talked about this here that made me realize I can improve it
This post has been edited by MetHy: 14 March 2014 - 02:08 AM
#352 Posted 14 March 2014 - 03:23 AM
#353 Posted 15 March 2014 - 05:24 AM
#355 Posted 15 March 2014 - 05:39 AM
#357 Posted 18 March 2014 - 12:08 AM
Daedolon, on 15 March 2014 - 06:18 AM, said:
Alright guys, I just wanted to give everyone an update. The "Real" final version of my map has been sent to Methy. I'm completely finished my map beta testing with Single Player, Co-op and Death match. All of which really surprisingly turned out pretty well. Can't wait for the general public to try it and the unfortunately thing is I probably won't be around for the launch day. =( Any feedback can always be sent to my e-mail which can be found in my maps readme.txt.
Thanks & Happy Nuking!
This post has been edited by Paul B: 18 March 2014 - 12:23 AM
#358 Posted 18 March 2014 - 09:56 AM
To anyone who hasn't built his car yet :
Please build it starting floor height -135168, with ceiling at -174080; because for copy pasting when I change height of the ceiling sometimes a few small textures get misaligned on the car, so it's gonna be a pain if it does that on everybody's car. Thank you.
#359 Posted 18 March 2014 - 10:09 AM
I've been tampering with a few things, a pedo ice cream van, a bicycle and a truck. I'll pick one of the three eventually. What's the height of the room this is going in?
This post has been edited by High Treason: 18 March 2014 - 10:11 AM