Re: Dm_Island17 source file
Posted by DrGlass on Thu Apr 7th at 11:42am 2005
The birds, the echo, the water death, the area portals, etc.
there are alot of elements that newbies and novice people would like to see.
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DrGlass
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Re: Dm_Island17 source file
Posted by Agent Smith on Thu Apr 7th at 2:08pm 2005
Hell, thats stuff even I want to see.
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Agent Smith
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Re: Dm_Island17 source file
Posted by Dred_furst on Thu Apr 7th at 6:27pm 2005
:O
just :O
so i can modify it and re-release saying its mostly done by you
but still :O
its a kickass map, but didnt expect the source to it :O
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Re: Dm_Island17 source file
Posted by DrGlass on Thu Apr 7th at 6:40pm 2005
the public isn't dumb, if some one runs out with an island_18 we all
will know. Keeping things like this from the public isn't going
to stop bad people from getting their hands on it (even though I think
I argued to keep the decompiler out...).
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DrGlass
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Re: Dm_Island17 source file
Posted by Andrei on Thu Apr 7th at 6:42pm 2005
Someone needs to discover an anti-decompile protection.
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Re: Dm_Island17 source file
Posted by Natus on Thu Apr 7th at 6:54pm 2005
*/me made a crappy dark snow version, then deleted it*
the seagulls didnt look too good in snow, nor the water
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Natus
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Re: Dm_Island17 source file
Posted by DrGlass on Thu Apr 7th at 7:02pm 2005
Andrei, this is what we have to deal with. Anything you give the
the public can and will be stolen. Dont put maps on the web if
you dont wnat people to get their dirty little hands on them.
its just a trade off.
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DrGlass
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Re: Dm_Island17 source file
Posted by Dred_furst on Thu Apr 7th at 8:39pm 2005
lol, dont worry, i wont bring out island18
but nat told me about that, you shoulda screened it first XD
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Re: Dm_Island17 source file
Posted by mazemaster on Thu Apr 7th at 10:41pm 2005
So in response to Andrei's question about what people could learn from
the map: I have given that a lot of thought since thats the main reason
for releasing the source.
First, since releasing the map, I have gotten 3 emails from mappers
asking about the birds, the 3D skybox, and intersecting circular
tunnels. I imagine that there are quite a few more people like that who
haven't emailed me.
Second, as I was making the map, there were a lot of strategies I had
to learn and tricks I had to pick up. That took up the majority of my
time making the map actually, learning the ins and outs of the engine.
For example:
-Meshing the water in the skybox with the water in the map
-Making props "respawn" if they fall out of the map
-Getting the fog to look "right", and making the map fog mesh with the skybox fog (this is harder than it seems!)
-The birds...
-Using areaportals
-Properly using displacements
-Use of hirearchical vis groups (message: use them!)
-Tricks to reduce vis times (clip roof edges, etc)
-Good ways to vis underneath displacements
-How to make a breakable window using models and their subgroups.
-Importance of aligning textures with normalmaps
-Where to place cubemaps
etc
I didnt even have time to learn about and implement soundscapes before
the deadline, which was the next thing in line for the map had the
deadline not come so soon.
My hope is that by looking at my map, other people may not have to spend so much time figuring out all that stuff.

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Re: Dm_Island17 source file
Posted by DrGlass on Fri Apr 8th at 3:13am 2005
seriouse question (please no flame) what are normal maps?
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DrGlass
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Re: Dm_Island17 source file
Posted by pepper on Sat Apr 9th at 9:29pm 2005
I have a question, some displacement maps are made of triangle brushes,
but as a displacement there square, how did you archive this? And did
you go around making the brushes first, or did you create a brush and
then the displacement one at a time?
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pepper
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