SPLA Map
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Re: SPLA Map
Posted by Dr Brasso on Tue Dec 9th at 4:55am 2003


just send it back to me, ill load it in my pit, and be the official upload/download point eh?.....and we still need to get together and talk about this puppy, or as ive said, we're in for big trouble....

Doc Brass..

[addsig]




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Re: SPLA Map
Posted by matt on Tue Dec 9th at 11:12am 2003


I'll do a small amount of it, as I've got a room form this map I can't be bothered to finnish. The rooms quite good, as I've spent about a week doing this really small bit of it! [addsig]



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Re: SPLA Map
Posted by Hornpipe2 on Tue Dec 9th at 4:03pm 2003


I sent Wildcard the map, he can do with it as he pleases. [addsig]



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Re: SPLA Map
Posted by Wild Card on Tue Dec 9th at 4:52pm 2003


Alright, I have the map right now, I wont be able to look at it tonight however, training nights are Tuesdays and I have to get ready.

When I have time, I'll look over the map for these errors I'm hearing about. I'll fix 'em as best I can, then I'll send the map to the next mapper in line (Tracer B I believe) so they can add their part.

I'm doing this because I believe it is better to fix errors as soon as possible before we forget them or our map gets to the point where fixing something would be impossible.

Once I'm done with the map, I'll send it to the next mapper and I'll start making the SPLA.WAD file with all the custom textures we have used so far. I wont distrubute the file, but as new textures are used, I'll add them to the .WAD.

If someone is good at making textures, (I can only do the very basics) making a PitCrew2 plaque that we could put in the map with our names engraved on it.





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Re: SPLA Map
Posted by Dr Brasso on Tue Dec 9th at 5:39pm 2003


i will tell you right now, the errors in the map were there when i got it....i dont believe any are in my section....ive been trying to tell you guys, we need to confer...what is the f**king problem with that.....?? itll help in the long run, i promise you.

as for the wad file, DO NOT include my textures with it....in other words keep it seperate form the rest....i guarantee you it will change....

....and if all are in agreement, i would be happy to make a texture plaque.....lemme know

Doc Brass...

[addsig]




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Re: SPLA Map
Posted by Wild Card on Tue Dec 9th at 5:51pm 2003


Doc B, if you have better texture skillz than me, which is prolly the case, go for it. I just had a simple gold plaque in mind but sugestions are welcome.

Ok, I'll leave your textures out of it for now.

As for all getting together, thats going to be really hard for me to do something. I cant use the comp at home during weekdays mostly cause I dont have the time right now.

And I'm sure all the errors are in your part B

[addsig]




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Re: SPLA Map
Posted by Sinner_D on Wed Dec 10th at 7:34am 2003


ok, well i have PS7 if you guys want me to make the team texture, ill do it...unless doc is really wanting to do it himself

horn, or WC, when u get the chance please send me the latest version (after horn) im kinda keeping a collection over here(lived_999@hotmail.com "1mb limit" or pm me link)

if the errors are still there ill give them a look myself. i believe when i added my section, MS's section had a few texture errors with his lava, not sure if those have been fixed sense then. and im pretty sure my section is error free, i checked it several times (including compile) to make sure everything worked properly. but hell, you never know...lol

as for a team get together, im all for it...however im sure its going to be hard if not impossible as we got many people here with RL stuff to do, and mostlikely some timezone differences aswell. but if we can get a date/time set let me know...i recommend mIRC for our board meeting, as its best for multiple people, aswell as mass text display, and great file transfer rates.

well anyways, cant wait to see ur section added horn

[addsig]




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Re: SPLA Map
Posted by Hornpipe2 on Wed Dec 10th at 5:50pm 2003


Compile log indicated several "leaf portal saw into leaf" errors. Probably my fault, you might consider giving the map back to me so I can at least somewhat visblock the entrance to my section... [addsig]



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Re: SPLA Map
Posted by Sinner_D on Thu Dec 11th at 5:09am 2003


well horn, for some reason that error seems familiar, and the only errors ive dealt with in this was the texture errors that MS's section had...im not sure if that was ever dealt with.

for future reference, to the rest of us who havent connected there section yet, please test your section seperately both alt+p and do a compile, just to make sure your section is error free when putting it into the map, this way we can easily weed out these errors that do accure. and last but not least, dont feel bad if ur section does cause errors, thats the way of mapping...lol

[addsig]




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Re: SPLA Map
Posted by Orpheus on Thu Dec 11th at 11:55am 2003


sometimes errors occur during the connection process, if you rotate it slightly, or rotate it a bunch, this can happen.

i suggest compiling your section as stated, then after you get the main map, check the orientation of your addition, and if it needs rotated, do it before you connect it, YES IN YOUR OWN MAP, not the main map, and recompile it.

if no errors occur, then attach away, but by all mean, fix those errors prior to sending to the next poor fool in line.

errors are unavoidable, passing them along unfixed is unacceptable, if you cannot fix them, ask for help, but never assume the next member is responsible.

[addsig]




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Re: SPLA Map
Posted by Dr Brasso on Thu Dec 11th at 2:34pm 2003


i suppose i should have fixed the errors that were givin to me, but it almost felt blasphemous to mess with other peoples sections in this case....and if by chance they are my mistakes, send it back....ill fix my own s**t....

................

Doc Brass...

[addsig]




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Re: SPLA Map
Posted by Wild Card on Thu Dec 11th at 2:35pm 2003


Well since I'm lazy and nice I'll look over the errors already in our map. I have mucho experience finding leaks and leaf saw into leaf errors. Ahh the joys of Dark and Cliff Complexs.

Anyways, I'll keep the map now. If your section is ready to be added, upload it and send me the link. I'll look it over for errors and I'll connect it somewhere. Because so far all the section have been connected one after the other in a line, IE:

Moneyshot -- Sinner_D -- Doc B -- Horn

[addsig]




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Re: SPLA Map
Posted by Dr Brasso on Thu Dec 11th at 3:32pm 2003


well, this is just a suggestion.....if its too "linear", maybe you should just delete my section for now, recconect the rest, and then send it to me after everyone else has inserted their sections....then ill add mine as the 'basement', with connections to all sections.........itd free up alot of things for all members concerned...

Doc Brass...





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Re: SPLA Map
Posted by Schmung on Thu Dec 11th at 8:39pm 2003


er.. what about mine?!? I put my bit in a fair while back, it's done size wise, so I assumed that it was ready fro connection.



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Re: SPLA Map
Posted by Wild Card on Thu Dec 11th at 9:47pm 2003


I have yours Schmung (its the one with the 2 slipe containers so some sorts right?) Its just not connected. [addsig]



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Re: SPLA Map
Posted by Schmung on Thu Dec 11th at 10:37pm 2003


Mines this one:





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Re: SPLA Map
Posted by Wild Card on Thu Dec 11th at 10:42pm 2003


err. Im on the wrong comp at the moment but I think I have it. [addsig]



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Re: SPLA Map
Posted by Dr Brasso on Thu Dec 11th at 11:08pm 2003


you havent commented on my suggestion WC...or anyone for that matter....i think its a damn good idea, for alot of reasons....

Doc Brass...

[addsig]




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Re: SPLA Map
Posted by Wild Card on Thu Dec 11th at 11:25pm 2003


Actualy B, I was thinking about it and I like the idea.

I'll hang on to the map for now, and tomorow I'll be able to fix the errors in it, then I'll hand it to you so you can work your magic

[addsig]



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Re: SPLA Map
Posted by Wild Card on Sat Dec 13th at 1:54am 2003


Ok, I looked at the map today, I fixed a few things, I think they were all in MS's part. Mostly too much detail where it needed not be. Cut down about 60 brushes worth anyways. But from a player's standpoint, it looks the same.

I've noticed that the missing textures are in MS's section, possibly from the factory.WAD which we never got. Oops. Crackerjack's section has some areas of "leaf saw into leaf" type of errors going on with the sky brushes and the rubble at the bottom of the water.

Doc B, could you try and make your section less linear please, I mean, your pretty much giving the player 1 way to go throughout your whole part. When the map gets to you, if you want to reposition your bit, feel free to do so too.

I've noticed also heavy use of the NULL texture. Personaly, I've never used it, and if you vertex manip your brushes proprely, you could go without it. I'm not an expert however, if someone else wants to give an opinion.

Try to keep your brushwork clean. It makes all our lives easier and makes compiling a whole lot faster.

Now I'm sending the map back to you guys. Doc Brasso check your PM for the link. Recheck your areas, work them as necessary. From there on, Doc, send the map to MS and then it will go to CJ. After that it will come back to me.

The link contains only a single .RMF so I hope you guys kept the textures. MS, somewhere in time, your laza got deleted so you'll have to put it back in.

Please comment guys.

-Wild Card

[addsig]





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