walking

walking

Re: walking Posted by tnkqwe on Mon May 19th 2008 at 11:14am
tnkqwe
560 posts
Posted 2008-05-19 11:14am
tnkqwe
member
560 posts 684 snarkmarks Registered: Mar 31st 2007 Occupation: High school student Location: Bulgaria
This was your life
Oh yeah!
I'm gonna use the AOM sounds and models.The path will be with my own wad3.
Hmmm...
Why the third screen isn't working
edit:05.21.08
WAIT!
It worked!
Never think about bad things!
TNKqwe:The New Killer qwe
[img]http://images.quiz.wegame.com/production/personalities/22/badge.jpg[/img]
I am Engineer - Play Free Online Games
[img]http://media.moddb.com/images/global/moddb_88x31_v12.png[/img]
Citizen Arms
Re: walking Posted by Le Chief on Tue May 20th 2008 at 2:43am
Le Chief
2605 posts
Posted 2008-05-20 2:43am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
Ok, so tell us more about the map.
  • Where is the map set in (location)? At what time (Past, future, present)?
  • What do you want to achieve in this map? Do you want it to look good, be fun to play...?
  • What kind of experience do you want the player do have?
Tell us some more and perhaps give us some more telling screenshots or a download link so we can play what you've made so far and give you some advice.
Aaron's Stuff
Re: walking Posted by tnkqwe on Tue May 20th 2008 at 3:49am
tnkqwe
560 posts
Posted 2008-05-20 3:49am
tnkqwe
member
560 posts 684 snarkmarks Registered: Mar 31st 2007 Occupation: High school student Location: Bulgaria
Well...the progress is a little slow because of school.
The map is inside another worlds,where the souls are seeing there life again.
With some of the AOM sounds and models I will make the map spookier.The zombies are holograms like the a_salve in "Battle in the darkness" for better effect.
It wont be very hard(I think)
Never think about bad things!
TNKqwe:The New Killer qwe
[img]http://images.quiz.wegame.com/production/personalities/22/badge.jpg[/img]
I am Engineer - Play Free Online Games
[img]http://media.moddb.com/images/global/moddb_88x31_v12.png[/img]
Citizen Arms
Re: walking Posted by tnkqwe on Tue May 20th 2008 at 11:19am
tnkqwe
560 posts
Posted 2008-05-20 11:19am
tnkqwe
member
560 posts 684 snarkmarks Registered: Mar 31st 2007 Occupation: High school student Location: Bulgaria
User posted image
There is one of the places.The best part of your life.
User posted image
Oh...
And this is after the prizon.
Never think about bad things!
TNKqwe:The New Killer qwe
[img]http://images.quiz.wegame.com/production/personalities/22/badge.jpg[/img]
I am Engineer - Play Free Online Games
[img]http://media.moddb.com/images/global/moddb_88x31_v12.png[/img]
Citizen Arms
Re: walking Posted by reaper47 on Tue May 20th 2008 at 12:35pm
reaper47
2827 posts
Posted 2008-05-20 12:35pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
Wow, pretty artsy. I like your concept (or the parts I understand) and the fact that you're going far beyond what usually makes a HL map.

But yes, It's hard to "get". But in this case, that's probably a good thing.
Why snark works.
Re: walking Posted by tnkqwe on Wed May 21st 2008 at 1:01pm
tnkqwe
560 posts
Posted 2008-05-21 1:01pm
tnkqwe
member
560 posts 684 snarkmarks Registered: Mar 31st 2007 Occupation: High school student Location: Bulgaria
Hmmm...
I think there will be a second map in the jorney
Never think about bad things!
TNKqwe:The New Killer qwe
[img]http://images.quiz.wegame.com/production/personalities/22/badge.jpg[/img]
I am Engineer - Play Free Online Games
[img]http://media.moddb.com/images/global/moddb_88x31_v12.png[/img]
Citizen Arms
Re: walking Posted by tnkqwe on Fri May 23rd 2008 at 4:17am
tnkqwe
560 posts
Posted 2008-05-23 4:17am
tnkqwe
member
560 posts 684 snarkmarks Registered: Mar 31st 2007 Occupation: High school student Location: Bulgaria
User posted image
The start of the second map
name:meat
Never think about bad things!
TNKqwe:The New Killer qwe
[img]http://images.quiz.wegame.com/production/personalities/22/badge.jpg[/img]
I am Engineer - Play Free Online Games
[img]http://media.moddb.com/images/global/moddb_88x31_v12.png[/img]
Citizen Arms
Re: walking Posted by Le Chief on Fri May 23rd 2008 at 4:51am
Le Chief
2605 posts
Posted 2008-05-23 4:51am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
Hehe, the meat picture reminds me of Diablo. You should add some blood decals and models of corpses and skeltetons, skulls, missing legs and such. I have some models if you need. I also would like to see some pictures of mucas or some weird liquid puddles there. Maybe some puddles of green water or something, assuming this is the inside of something living (or a once living) creature.

But your defiantly improving tnkqwe, that picture with the two waterfalls is quite nice. As well as improving your skills, adding more details into your levels would be nice, and if you don't learn by me or somebody else telling you, you will most defiantly learn naturally. Like with the picture of the waterfalls, I'm not saying to add a crate, but that would be a nice addition that improves the areas. maybe some metal supports for those walls or something.

I must say, I don't quite understand what the idea behind these maps are, but they look semi interesting. Just work hard on these and don't feel pressured to release lots of maps as you have been lately, not that there is anything wrong with that. As the saying goes, quality over quantity, so its better to create a few awesome maps than alot of average maps. Of course I'm not saying your maps are bad at all :wink:
Aaron's Stuff
Re: walking Posted by tnkqwe on Sat May 24th 2008 at 5:00am
tnkqwe
560 posts
Posted 2008-05-24 5:00am
tnkqwe
member
560 posts 684 snarkmarks Registered: Mar 31st 2007 Occupation: High school student Location: Bulgaria
The "beeing inside a living think" wasnt bad.Give this screen a look
User posted image
Never think about bad things!
TNKqwe:The New Killer qwe
[img]http://images.quiz.wegame.com/production/personalities/22/badge.jpg[/img]
I am Engineer - Play Free Online Games
[img]http://media.moddb.com/images/global/moddb_88x31_v12.png[/img]
Citizen Arms
Re: walking Posted by tnkqwe on Sat May 24th 2008 at 5:07pm
tnkqwe
560 posts
Posted 2008-05-24 5:07pm
tnkqwe
member
560 posts 684 snarkmarks Registered: Mar 31st 2007 Occupation: High school student Location: Bulgaria
Re: walking Posted by tnkqwe on Fri May 30th 2008 at 3:57am
tnkqwe
560 posts
Posted 2008-05-30 3:57am
tnkqwe
member
560 posts 684 snarkmarks Registered: Mar 31st 2007 Occupation: High school student Location: Bulgaria
hlcsg v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlcsg -----
Command line: E:\NEEZAI~1\PROGRA~1\tools\hlcsg.exe "e:\ne e za iztriwane\program files\valve hammer editor\maps\meat"
Entering e:\ne e za iztriwane\program files\valve hammer editor\maps\meat.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

2 brushes (totalling 13 sides) discarded from clipping hulls
CreateBrush:
(0.81 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(1.89 seconds)

Using Wadfile: \valve\valve\halflife.wad
- Contains 6 used textures, 35.29 percent of map (3116 textures in wad)
Using Wadfile: \valve\valve\xeno.wad
- Contains 10 used textures, 58.82 percent of map (264 textures in wad)
Using Wadfile: \valve\valve\liquids.wad
- Contains 1 used texture, 5.88 percent of map (32 textures in wad)
Using Wadfile: \valve\valve\decals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: \valve\valve\line.wad
- Contains 0 used textures, 0.00 percent of map (3 textures in wad)

added 2 additional animating textures.
Texture usage is at 0.19 mb (of 4.00 mb MAX)
2.84 seconds elapsed

----- END hlcsg -----

hlbsp v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlbsp -----
Command line: E:\NEEZAI~1\PROGRA~1\tools\hlbsp.exe "e:\ne e za iztriwane\program files\valve hammer editor\maps\meat"

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)

SolidBSP [hull 0] 500...1000...1326 (0.19 seconds)
BSP generation successful, writing portal file 'e:\ne e za iztriwane\program files\valve hammer editor\maps\meat.prt'
SolidBSP [hull 1] 500...1000...1500...1986 (0.64 seconds)
SolidBSP [hull 2] 500...1000...1500...1837 (0.64 seconds)
SolidBSP [hull 3] 500...1000...1500...1952 (0.72 seconds)
4.61 seconds elapsed

----- END hlbsp -----

hlvis v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlvis -----
Command line: E:\NEEZAI~1\PROGRA~1\tools\hlvis.exe "e:\ne e za iztriwane\program files\valve hammer editor\maps\meat"
522 portalleafs
1990 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
(1.53 seconds)
LeafThread:
(547.30 seconds)
average leafs visible: 196
g_visdatasize:21488 compressed from 34452
548.88 seconds elapsed [9m 8s]

----- END hlvis -----

hlrad v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlrad -----
Command line: E:\NEEZAI~1\PROGRA~1\tools\hlrad.exe "e:\ne e za iztriwane\program files\valve hammer editor\maps\meat"

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]

[Reading texlights from 'E:\NEEZAI~1\PROGRA~1\tools\lights.rad']
[59 texlights parsed from 'E:\NEEZAI~1\PROGRA~1\tools\lights.rad']

1814 faces
Create Patches : 9006 base patches
0 opaque faces
79424 square feet [11437111.00 square inches]
16 direct lights

BuildFacelights:
(27.53 seconds)
visibility matrix : 4.8 megs
BuildVisLeafs:
(26.41 seconds)
MakeScales:
(7.83 seconds)
SwapTransfers:
(3.42 seconds)
Transfer Lists : 6720162 : 6.72M transfers
Indices : 3732044 : 3.56M bytes
Data : 26880648 : 25.64M bytes
GatherLight:
(1.50 seconds)
FinalLightFace:
(0.98 seconds)
68.02 seconds elapsed [1m 8s]

----- END hlrad -----

Do you see a problem??? :confused:
Never think about bad things!
TNKqwe:The New Killer qwe
[img]http://images.quiz.wegame.com/production/personalities/22/badge.jpg[/img]
I am Engineer - Play Free Online Games
[img]http://media.moddb.com/images/global/moddb_88x31_v12.png[/img]
Citizen Arms
Re: walking Posted by Le Chief on Fri May 30th 2008 at 5:22am
Le Chief
2605 posts
Posted 2008-05-30 5:22am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
tnkqwe said:
Do you see a problem??? :confused:
Nope.
Aaron's Stuff
Re: walking Posted by tnkqwe on Fri May 30th 2008 at 10:18am
tnkqwe
560 posts
Posted 2008-05-30 10:18am
tnkqwe
member
560 posts 684 snarkmarks Registered: Mar 31st 2007 Occupation: High school student Location: Bulgaria
Re: walking Posted by Le Chief on Fri May 30th 2008 at 12:31pm
Le Chief
2605 posts
Posted 2008-05-30 12:31pm
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
:lol: Thats not slow, not even close to slow. But to improve your vis times, you can tie small detail (like those vertex manipulated meat pillars) to a func_wall.

You may or may not know, but vis stands for visibility. During the process, vis calculates what can be seen from where in the map. The less it has to calculate and the more simple the design of your map is (lots of hallways and such is complex for vis) the faster vis will be. Entities do not block vis (The engine can see through entities and renders everything behind them) which means that there is no need to calculate them. For small little details, its good to tie them to func_wall because it will speed up compile times greatly.

The effect isn't noticeable on small maps with a low amount of brushers but it is very apparent on large detailed maps. If you have a map with 1000 brushes that have to be calculated by vis, and you add another brush, that brush has to be compared to the other 1000 brushes which takes a long time, as opposed to if the map has 50 brushes that need to be calculated and another brush is added, the increase in compile time is pretty insignificant.
Aaron's Stuff
Re: walking Posted by tnkqwe on Fri May 30th 2008 at 5:49pm
tnkqwe
560 posts
Posted 2008-05-30 5:49pm
tnkqwe
member
560 posts 684 snarkmarks Registered: Mar 31st 2007 Occupation: High school student Location: Bulgaria
The problem is fixed.
But there is another water problem.
User posted image
Never think about bad things!
TNKqwe:The New Killer qwe
[img]http://images.quiz.wegame.com/production/personalities/22/badge.jpg[/img]
I am Engineer - Play Free Online Games
[img]http://media.moddb.com/images/global/moddb_88x31_v12.png[/img]
Citizen Arms
Re: walking Posted by tnkqwe on Wed Jun 4th 2008 at 3:31am
tnkqwe
560 posts
Posted 2008-06-04 3:31am
tnkqwe
member
560 posts 684 snarkmarks Registered: Mar 31st 2007 Occupation: High school student Location: Bulgaria
I have made a forum thread a bout this problem
Never think about bad things!
TNKqwe:The New Killer qwe
[img]http://images.quiz.wegame.com/production/personalities/22/badge.jpg[/img]
I am Engineer - Play Free Online Games
[img]http://media.moddb.com/images/global/moddb_88x31_v12.png[/img]
Citizen Arms
Re: walking Posted by tnkqwe on Thu Jun 12th 2008 at 4:26am
tnkqwe
560 posts
Posted 2008-06-12 4:26am
tnkqwe
member
560 posts 684 snarkmarks Registered: Mar 31st 2007 Occupation: High school student Location: Bulgaria
I havn't stopped!
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
Back on the road:
User posted image
Never think about bad things!
TNKqwe:The New Killer qwe
[img]http://images.quiz.wegame.com/production/personalities/22/badge.jpg[/img]
I am Engineer - Play Free Online Games
[img]http://media.moddb.com/images/global/moddb_88x31_v12.png[/img]
Citizen Arms