xc_bank

xc_bank

Re: xc_bank Posted by xconspirisist on Tue Jun 8th 2004 at 3:34am
xconspirisist
307 posts
Posted 2004-06-08 3:34am
307 posts 81 snarkmarks Registered: Feb 26th 2003 Occupation: Student Location: UK
I' have just spent about 8 hours solid, thoughout the night on this map. Kinda got to a sticky point, where its turned into a laggy killbox :sad:

Suggestions please..
Re: xc_bank Posted by 7dk2h4md720ih on Tue Jun 8th 2004 at 3:49am
7dk2h4md720ih
1976 posts
Posted 2004-06-08 3:49am
1976 posts 198 snarkmarks Registered: Oct 9th 2001
Screenshots for those fortunate not to have their computers infected with Cs please. :biggrin:
Re: xc_bank Posted by xconspirisist on Tue Jun 8th 2004 at 3:57am
xconspirisist
307 posts
Posted 2004-06-08 3:57am
307 posts 81 snarkmarks Registered: Feb 26th 2003 Occupation: Student Location: UK
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:Open Source. Wonderfull thing. RMF - You can open it in hammer.

The texture work is no where near even started.

But i'll go get some screenshots...

EDIT : Images removed, this map is old now.

Looks really bad in the screenshots. not so bad in hammer btw.
Re: xc_bank Posted by 7dk2h4md720ih on Tue Jun 8th 2004 at 4:11am
7dk2h4md720ih
1976 posts
Posted 2004-06-08 4:11am
1976 posts 198 snarkmarks Registered: Oct 9th 2001
I assumed you'd be using CS textures. The prospect of looking at a
white .rmf in hammer is quite unappealing. I'd suggest finding and
applying some city textures. You can't really get away with making
everything with the same few generic concrete textures. A bit of
lighting would make the map infinitely better. Just stick in a
light_env for a few shadows if you havent decided what time of day you
want the map set at yet.

It looks a bit too open at the moment though, you won't get away with having lots of nice details. :sad:
Re: xc_bank Posted by xconspirisist on Tue Jun 8th 2004 at 4:29am
xconspirisist
307 posts
Posted 2004-06-08 4:29am
307 posts 81 snarkmarks Registered: Feb 26th 2003 Occupation: Student Location: UK
Well, the origianal idea was a snippit of a city, but my mapping skills are no where near that standerd. I cant figure out how to make it feel like a city. The tall buildings, well, blobs as they are, at the moment, look absolutly terrible.

Ive tried to copy some of the architecture found in vice city. It obviously feels like a city, but there arnt towering buildings everywhere. I dont know how I should make my bank look like, either :smile:
Re: xc_bank Posted by Forceflow on Tue Jun 8th 2004 at 6:01am
Forceflow
2420 posts
Posted 2004-06-08 6:01am
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
Looks indeed a bit ehm ... fullbright and a lack of texture variation ...

I like the idea, but get yourself some prefab cars or boxes and put 'em on the streets, will look nicer.

Try to do some outdoor lighting too, will create some atmosphere.
Re: xc_bank Posted by $loth on Tue Jun 8th 2004 at 6:44am
$loth
2256 posts
Posted 2004-06-08 6:44am
$loth
member
2256 posts 292 snarkmarks Registered: Feb 27th 2004 Occupation: Student Location: South England
Try some assault textures or even assault 2k textures[you need to get them out of the bsp, use textractor]put in an light_enviroment, some borders on the window would look nice.

hehe your snarkmarks say 69[er] lol.
/crawls back under rock
Re: xc_bank Posted by xconspirisist on Tue Jun 8th 2004 at 6:48am
xconspirisist
307 posts
Posted 2004-06-08 6:48am
307 posts 81 snarkmarks Registered: Feb 26th 2003 Occupation: Student Location: UK
I think I might make it night. I do like those sort of maps... nightvision and all, may look rather spinkeh.
The texture work is no where near even started.
I wanted to get on with the brushwork.. didnt want to texture something I was going to delete.
snarkmarks say 69
Boogie on down to the general forum, you'll notice I only came back to this site after about a year, two days ago.
Re: xc_bank Posted by 7dk2h4md720ih on Tue Jun 8th 2004 at 7:03am
7dk2h4md720ih
1976 posts
Posted 2004-06-08 7:03am
1976 posts 198 snarkmarks Registered: Oct 9th 2001
Think that one went right over your head. :rofl:
Re: xc_bank Posted by wil5on on Tue Jun 8th 2004 at 7:59am
wil5on
1733 posts
Posted 2004-06-08 7:59am
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
If this is your first map, ever, then its OK. If not... well, if Vash were here, he'd eat your legs :biggrin:

I suggest you use more texture variations, the lights the same texture as the street just doesnt look right. Even though you say the texture work isnt done yet... you could at least do something before releasing screens.

Brushwork is... OK I suppose. What are your wpoly/epoly like? I see very little visblocking. Also I've noticed some distant faces are being culled (In Hammer, go Map->Map Properties and increase max viewable distance :wink: )

I think you should make it a night map. n00bish outdoor maps always look better in the dark...

Thats just my thoughts, agree/disagree if you want, I dont care, as long as you learn from it.

EDIT: Just looked at your first post:
I' have just spent about 8 hours solid, thoughout the night on this map. Kinda got to a sticky point, where its turned into a laggy killbox
That doesnt surprise me, for visblocking reasons I've stated above.
Re: xc_bank Posted by xconspirisist on Tue Jun 8th 2004 at 12:55pm
xconspirisist
307 posts
Posted 2004-06-08 12:55pm
307 posts 81 snarkmarks Registered: Feb 26th 2003 Occupation: Student Location: UK
I have a horrible feeling that I'm going to get badgererd for this; I cant get the lighting to work. in hlcc, under params b, I cant find xc_bank.rad for the lighting. Is this what I need to do ?

Visblocking - putting something in the way to block things further away ? Yes, I definatly need to do that, but I cant really think how. The more buildings I put in, the more blockey its going to look.
Re: xc_bank Posted by wil5on on Tue Jun 8th 2004 at 1:25pm
wil5on
1733 posts
Posted 2004-06-08 1:25pm
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
Youve got the right idea for visblocking. If you make the buildings look decent, the map isnt going to look blocky.

I dont know about compiler frontends... but to make lighting work, you need to run HLRAD.exe. Also, this may sound stupid, but do you actually have any lights in the map?
Re: xc_bank Posted by xconspirisist on Tue Jun 8th 2004 at 2:32pm
xconspirisist
307 posts
Posted 2004-06-08 2:32pm
307 posts 81 snarkmarks Registered: Feb 26th 2003 Occupation: Student Location: UK
Ive used the 'light' entity. Is that correct ?
Re: xc_bank Posted by KingNic on Tue Jun 8th 2004 at 2:40pm
KingNic
185 posts
Posted 2004-06-08 2:40pm
KingNic
member
185 posts 49 snarkmarks Registered: Feb 5th 2004 Occupation: Student Location: UK
Post the entire compile process of the map. I'm betting you have a leak somewhere...
Re: xc_bank Posted by wil5on on Tue Jun 8th 2004 at 2:44pm
wil5on
1733 posts
Posted 2004-06-08 2:44pm
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
Well, its not the best way, but at least it means you have lights in the map, so it eliminates one possibility.

Does your map have any leaks? If it does, VIS and RAD wont run, so your map will look, well, like it does in those screens...
Re: xc_bank Posted by xconspirisist on Tue Jun 8th 2004 at 3:02pm
xconspirisist
307 posts
Posted 2004-06-08 3:02pm
307 posts 81 snarkmarks Registered: Feb 26th 2003 Occupation: Student Location: UK
I didnt notice that I had a leak :sad: I scrawled through the compile log, and found I did, obviously. Had an entity, about 1 nano pixel stuck into a brush, and that counts as a leak... apparently. anyway - its fixed now. But I've a new error !!!yaya.ugh.

Whenever the map is loaded it says 'cant load xco.wad'. Where is the list of wads that it wants ? Its not in the hammer wad's list. Not in the hlcc wad include list. Did a search on my hdd, and there is no xco.wad. I've reloaded the map, and if xco.wad couldent be found, then the textures would turn white, no texture. I did a 'check for problems', and found none.

sigh. Why do I get all the arsey errors ?

no, dont answer that :biggrin:
Re: xc_bank Posted by 7dk2h4md720ih on Tue Jun 8th 2004 at 3:14pm
7dk2h4md720ih
1976 posts
Posted 2004-06-08 3:14pm
1976 posts 198 snarkmarks Registered: Oct 9th 2001
Make a copy of one of your existing .wads and rename it to xco.wad.

The editing forum is the ideal place for all your editing questions. :wink:
Re: xc_bank Posted by xconspirisist on Tue Jun 8th 2004 at 3:16pm
xconspirisist
307 posts
Posted 2004-06-08 3:16pm
307 posts 81 snarkmarks Registered: Feb 26th 2003 Occupation: Student Location: UK
Sure. The thread just carried on though, so I thought I may aswell try and resist the spam.

I tried making a copy of one of my existing wads proir to this post. The game just completly frooze, and died. I would assume it got confused, finding the wad without the texture it expects.
Re: xc_bank Posted by wil5on on Wed Jun 9th 2004 at 1:51am
wil5on
1733 posts
Posted 2004-06-09 1:51am
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
That wouldnt kill the game like that.

This is really weird... hmm... Sorry, I've got no idea.
Re: xc_bank Posted by KingNic on Wed Jun 9th 2004 at 2:35am
KingNic
185 posts
Posted 2004-06-09 2:35am
KingNic
member
185 posts 49 snarkmarks Registered: Feb 5th 2004 Occupation: Student Location: UK
Which wads do you have specified in Teh Hammre?
Re: xc_bank Posted by xconspirisist on Wed Jun 9th 2004 at 1:08pm
xconspirisist
307 posts
Posted 2004-06-09 1:08pm
307 posts 81 snarkmarks Registered: Feb 26th 2003 Occupation: Student Location: UK
It would crash the game. Its not expecting the error, because the wad has been found. I would of thought.

I cant see all the names of the wads, as the paths are too big, and the listbox is not wide enough. I'll try removing them all, and re-adding them.
Re: xc_bank Posted by KingNic on Wed Jun 9th 2004 at 1:10pm
KingNic
185 posts
Posted 2004-06-09 1:10pm
KingNic
member
185 posts 49 snarkmarks Registered: Feb 5th 2004 Occupation: Student Location: UK
Make sure that you only add the wads that you know you need - htere's several wads such as cached.wad which aren't proper texture wads.

Also make sure that you aren't adding more than 8 wads. More than 8 wads is known to cause some problems on some computers so it's best to rule that out.
Re: xc_bank Posted by Forceflow on Wed Jun 9th 2004 at 1:44pm
Forceflow
2420 posts
Posted 2004-06-09 1:44pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
if you do need to include more than 8 wad's, use wally to merge some.
Re: xc_bank Posted by xconspirisist on Wed Jun 9th 2004 at 1:46pm
xconspirisist
307 posts
Posted 2004-06-09 1:46pm
307 posts 81 snarkmarks Registered: Feb 26th 2003 Occupation: Student Location: UK
Okey. Looks like I have gotten rid of that xco.wad error, yet the game still completly freezes when loading the map. I'll pop over to the troubleshooting section now...

Is there a way to find out which wad's are in use in my map ? I have rather a lot of texture work done now, and rather a lot of wad's, too.
Re: xc_bank Posted by 7dk2h4md720ih on Wed Jun 9th 2004 at 3:28pm
7dk2h4md720ih
1976 posts
Posted 2004-06-09 3:28pm
1976 posts 198 snarkmarks Registered: Oct 9th 2001
It lists which .wads are used in the compile log. The editing forums
are there for a reason, and so is the answer database. :rolleyes:
Re: xc_bank Posted by xconspirisist on Wed Jun 9th 2004 at 11:38pm
xconspirisist
307 posts
Posted 2004-06-09 11:38pm
307 posts 81 snarkmarks Registered: Feb 26th 2003 Occupation: Student Location: UK
True, sorry, its getting out of hand now, with all these errors. Expect to see some nice screenies soon, though. :smile: