Abstract Mappack 2008

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AlphaKennyOne
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Re: Abstract Mappack 2008

Post by AlphaKennyOne » Wed Apr 02, 2008 5:30 pm

So uh... yeah, my map isn't gonna have any cubemaps in it. For some reason, some rooms decide on displaying cubemaps from other FAR AWAY rooms, despite there being cubemaps in that very same room! Nothing I try can seem to fix it.

On the plus side, i've taken a run around the map both with and without cubemaps, and can say for sure that the map looks MUCH better without any cubemaps in it. Since the skybox i'm using is very dark (it's the "space" one) it's not glaringly obvious that there aren't any cubemaps in the map. The only telltale sign that cubemaps are absent, is that the scope of a few weapons show nothing. It's hardly noticeable.

Plus, the planets orbiting the map idea didn't work out like I wanted, so i'm putting other things in the skybox. If i'm lucky, I could have a beta version ready to go today!
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NIPPER
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Re: Abstract Mappack 2008

Post by NIPPER » Wed Apr 02, 2008 5:55 pm

I really wanna know what weird thing you are doing with your cubemaps that keeps giving you that problem.
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AlphaKennyOne
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Re: Abstract Mappack 2008

Post by AlphaKennyOne » Wed Apr 02, 2008 6:00 pm

I would like to know that, as well! I have no idea why it happens, or why it only appears to happen in my abstract maps. Yeayuhhh had this problem, but deadblock as far as I could see, didn't. I don't think it happened in nightmare, either.

I mean, none of my cubemaps are in walls, floors or are intersecting anything. They're not too close to any walls, since they have plenty of breathing room on all sides. I'm stumped.
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HomicidalApe
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Re: Abstract Mappack 2008

Post by HomicidalApe » Wed Apr 02, 2008 7:00 pm

Did you try forcing the cubemaps on faces? You can select specific faces in the cubemaps properties that it will be used for I think.
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Re: Abstract Mappack 2008

Post by Avvatar » Wed Apr 02, 2008 8:01 pm

I've had a similar problem with cubemaps. I wasn't getting reflections from the opposite side of the map, but I was getting situations where the reflection was not coming from the closest cubemap, and was coming from slightly further away. Never did figure it out, deleted the cubemap they errant reflections were coming from as it added very little to the map.
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AMMO
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Re: Abstract Mappack 2008

Post by AMMO » Wed Apr 02, 2008 9:06 pm

AlphaKennyOne wrote: If i'm lucky, I could have a beta version ready to go today!
Ahhhhh I'm not even close to a beta version. I better get moving! 8O
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NIPPER
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Re: Abstract Mappack 2008

Post by NIPPER » Wed Apr 02, 2008 9:22 pm

don't worry too much I'm not even half done with the basics yet.
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Re: Abstract Mappack 2008

Post by HomicidalApe » Wed Apr 02, 2008 11:19 pm

I haven't started shit!
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NIPPER
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Re: Abstract Mappack 2008

Post by NIPPER » Wed Apr 02, 2008 11:22 pm

calling it now- we will all end up waiting for ape again

hey are there any vtf programs that make it easier to do animated textures? I never backed up my batch file shortcuts when I got my new computer.
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AlphaKennyOne
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Re: Abstract Mappack 2008

Post by AlphaKennyOne » Thu Apr 03, 2008 1:04 am

The beta is go!

http://www.savefile.com/files/1480928

Download it from there, and report back! Try to break stuff, find glitches for me to fix, as well as suggesting any changes or additions that you think should be made.

And it should go without saying that I don't want the map distrubuted on other sites. That'll make me sad.

So, have at it!
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Re: Abstract Mappack 2008

Post by Dr.Boo » Thu Apr 03, 2008 4:30 am

AMMO wrote:
AlphaKennyOne wrote: If i'm lucky, I could have a beta version ready to go today!
Ahhhhh I'm not even close to a beta version. I better get moving! 8O
BetaKennyOne has been working on his map for a very long time before we started the pack. It's normal he's ready for a beta. I'm not even close to a beta neither. I'm gonna play Alpha's map tonight

And Nipper, I don't know any programs that make animated vtfs more quickly. I just do it by compiling a txt file containing a list of all textures myself and I hate it :(
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NIPPER
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Re: Abstract Mappack 2008

Post by NIPPER » Thu Apr 03, 2008 4:00 pm

Hey are you making your sounds stereo by any chance? Mono helps fix the problem you're having.
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AlphaKennyOne
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Re: Abstract Mappack 2008

Post by AlphaKennyOne » Thu Apr 03, 2008 4:04 pm

Really? I was not aware that mono could be a fix. Well, time to convert, then!
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AMMO
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Re: Abstract Mappack 2008

Post by AMMO » Thu Apr 03, 2008 6:52 pm

Yeah same here, thanks for the advice.
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AlphaKennyOne
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Re: Abstract Mappack 2008

Post by AlphaKennyOne » Thu Apr 03, 2008 7:14 pm

Alrighty, now that the sounds are converted, my current list of things to fix is as follows:

-Raise lightmaps in back and white tree room slightly
-Create more custom textures for black-walled rooms, and boring connecting hallways past purple cliff/block room
-Add more crazy crap in room with appearing/disappearing floor brushes
-Add new loop to above room
-Increase most sound radii
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