Posted by Kasperg_JM on Sun Mar 25th at 10:00pm 2007
It happens to me quite often, and the method I described above (changing from mat_bumpmap 1 to 0 etc) ends up fixing it.
For example, when I run cubemaps in cs_fallingliquid, the windows might get their reflections while the sinks and toilets still have the empty sky as a reflection.
EDIT: Just as I thought. Here's a picture of the lockers with the cubemaps Juim built, and the same locker with the same settings but after I rebuilt the cubemaps and messed with the mat_bumpmap command. (It might look like there are no reflections, but there are. They are just not as obvious as before).
http://img405.imageshack.us/img405/6308/dmstoneparkalpha20000sw4.jpg
Posted by Juim on Mon Mar 26th at 2:25pm 2007
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Posted by CombineX on Tue Mar 27th at 5:05am 2007
Humm... nice but...but odd looking for a DM map... i just dont know why, put i guess its good... i'll be waiting for the map release.
Edit: EHEHE.... it is downloadable ![]()
Posted by reaper47 on Tue Mar 27th at 8:40am 2007
Posted by Juim on Sun Apr 1st at 5:02am 2007
OK I did some serious re-thinking and have completed the following:
1.) downsizing as suggested by Reaper and others outside the pit. Maybe not enough for all, but the train station is gone. I left the lower level and added a teleport with 2 destinations.
2.)I also added a tunnel texture for future useout in the street.(3d skybox?)
3.) I opened up two of the storage units in the street (for throwables)
4.)added morelights here and there.(I am getting rid of dark patches as I go).
5.) changed sky texture (thx jacfu).
A question. Is there a way to control the seperate water sources around the map so they dont pop in and out like that? Individual load control entities or something?.
download:
http://gamersdiner.com/downloads/dm_stonepark_alpha4.zip
these things and a few decorative touches should lead us into the final beta.
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Posted by reaper47 on Sun Apr 1st at 2:12pm 2007
Unfortunately, there's no way to get rid of the water-bugs. You can have two water surfaces in vis-leaves invisible to each other. But in an open area like the outside, that's impossible I'm afraid. Maybe it's a specific part of the shader that causes it (like full reflections) and using a different one could solve the problem at the cost of some special effects. But it's a very small bug, I wouldn't worry too much.
Very nice. Near-finished - I agree.
Posted by Larred on Thu Apr 5th at 2:11am 2007
Posted by CombineX on Thu Apr 5th at 12:10pm 2007
whew... its my first comment (new on SnarkPit). I'm trying to be really active user... ok let's see some screenies

you really should leave that or make it bigger, it doestn look right for some kind of a garage that way.

see the image(tell me if you dont get it). My point is to make the wall taller.(or some depris)

This hall seems really hungry of details and light's. The lighting is way too dark for that kind of public hall.

I like secret spots =D, nicely done the connection between the swimming pool and err... under the stairs.

The overrall look is awesome. Nothing else to say from that.
Keep it up, waiting for beta!
Posted by CombineX on Fri Apr 6th at 12:41pm 2007
Is this thread dead???
Posted by reaper47 on Fri Apr 6th at 3:20pm 2007
Posted by Juim on Fri Apr 6th at 10:02pm 2007
Some images in this post have been automatically down-sized, click on them to view the full sized versions:
Some images in this post have been automatically down-sized, click on them to view the full sized versions:
Some images in this post have been automatically down-sized, click on them to view the full sized versions:
Some images in this post have been automatically down-sized, click on them to view the full sized versions:
CombineX, Thank you for your time and effort. Although it may have seemed so awhile ago, this thread is not dead by along shot. In fact I have the day off so I thought I would post the final Alpha .
http://gamersdiner.com/downloads/dm_stonepark_alpha5.zip
I took into consideration several things you mentioned, plus, tweaked a few more that I have been thinking about. This is the final alpha. Based on some playtesting I suspect I will only have a single beta. Thanks again for your time.
1.) I chopped another 20% or so off of the lower areas. I keep getting complaints about size. I may decide to release a larger teamplay version once I am finished with this.
I have spruced up the lower room quite a bit. May add some more pipes etcetera for the final build
3.) I raised the wall where youhad mentioned.(I was always planning to do something there. I will probably add a light and a back gate to one of the buildings).
4.) I widened many of the upper walkways, to add to playability and maneuverability.
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Posted by Orpheus on Sat Apr 7th at 1:25am 2007
*whispers*
Just because I have not said anything in a long time, doesn't mean I am not still checkin.
Watch those file sizes Juim. " SRC="images/smiles/icon_wink.gif">
ON TOPIC: I just got my PC up and running again. Methinks I'll give this another looksee.... If you want?
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Posted by Juim on Sat Apr 7th at 1:40am 2007
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Posted by Orpheus on Sat Apr 7th at 1:50am 2007
Right this mo, I am making room for Stalker (I gots 20 gigs of CSI-Miami and a couple dozen gigs of audio books to backup), but I'll give it a looksee in the mornin if thats early enough..
Truth be told, I ain't been watching maps to close of late so I need to loosen up me old critique muscle... This map will be a good'un for it. " SRC="images/smiles/icon_smile.gif">
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Posted by CombineX on Sat Apr 7th at 7:21am 2007
wow, the hall looks really neat now, also downloading alpha. glad to know it's not dead.(I haven't been here for a while, like reaper sayd.)
Oh, i forgot to say that theres really peculiar (OMFG what a word, it taked time to check that up)and nice theme in the map.
Posted by Stadric on Sat Apr 7th at 4:56pm 2007
And Combine, past tense isn't always just adding a 'd'. Past tense of 'to say' is 'said', and past tense of 'to take' is 'took'.
(Just helping out the grammatically challenged.)
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Posted by Naklajat on Sat Apr 7th at 8:50pm 2007
Lots of big improvements Juim, I'll give it a run through later and take some crit screenies
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Posted by Orpheus on Sun Apr 8th at 5:46pm 2007
As with all my critiques, this is nothing more than my personal opinion. In no way is this critique meant to harm or discourage the author. Anything posted here can be ignored without any ill will. My price, if the advice is used is to have my name spelled correctly and included in the readme.txt. I am NOT "The Snarkpit bunch" or any other group of members.
Anywho, as far as this map goes I think it is your best work so far and hope to see it reach fruition.
Also please note that I do not read others opinions so if the topic I discuss is already being addressed, just disregard it as something more than one person noticed.
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Posted by Juim on Mon Apr 9th at 2:31am 2007
Thanks Orph for the in depth-ness-ism.
I was invited to a playtest of the map last night by the [FF] clan on a locked server. About 14 of them showed up at one point and they went to town on me.
Suggested changes were abounding. Many(in fact most of them) you have given, echoe their suggestions. I have started to make many of the changes as early as this morning before I left for work.
I added more teleporters for connectivity,
a series of staggered pillars down both the left and right tunnels,
I am going to connect the water pools underneath with a tunnel and perhaps another RPG cave.
enlarge the skybox a bit (I am considering a 3-d skybox still)
open up the top of the empty elevator shaft and connect it to the top floor.
I am constantly tweaking the lighting and will take into consideration many of your suggestions indeed.
About the fps. I am seeking guidance from a hint/skip brush expert who might suggest the desired placement of said items for optimization of performance.
The ticket booth was a holdover from when I had a full blown subway station in the early alphas. (just chane the number to 2 or 3 on the download link if you want to see those versions). Anywho, it seemed alright to leave it as I was vested in its presence architectually.
At this point (as you can well attest to) I am dangerously close to performance issues, so all I can do for the most part is optimize, optimize, optimize.
Lets see if I can make her hum alittle softer eh?![]()
Thanks again for the excellent crit Orph!
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Posted by CombineX on Mon Apr 9th at 7:48am 2007
And Combine, past tense isn't always just adding a 'd'. Past tense of 'to say' is 'said', and past tense of 'to take' is 'took'.
(Just helping out the grammatically challenged.)
ill try to remember that in my English test"!
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