Back to the Korax Forum Archives


Forum

Heresiarch Hub

Wed, 01 Sep 2004 23:17:26

Stryker

Okay, just so I don't mess up any other Existing Topics it thought that it may be good to just create another topic for all my Questions to just sit and wait for a answer. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Now, I got to things changed, the Stairs when you enter the Seminary (I think its the Seminary) where the Chaos Serpent (Green) is and theres also a combined mana, I've made that 3D Floors. And I'm working on Sloping afew Stairs and such. So When I'm done with the stairs, I'm gonna need afew ideas. I already thought of making the Pool of water where there are also 2 Chaos Serpents and theres is also an Icon of the Defender there too, making that swimable water. So I need afew Ideas after all thats done.
Mon, 06 Sep 2004 22:30:33

RambOrc

I suggest that once you've finished the modifications you list above, just upload the map for all to see, it'll be easier to give you more ideas then.
Tue, 07 Sep 2004 12:34:19

Stryker

Okay, I'll try to finish it quickly. though there are afew problems with the computer again, so I'm kinda stalled. I'm using another Dell computer that I'll be actually etting for using soon, so it should work better.. Though it has Intel Card.. <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> So I might have to play in Software Rendering. Edit: I'm also having problems with slopes.. So that may slow it down too.
Sat, 25 Sep 2004 22:52:18

Stryker

Okay, first off I'd like to say for the 3rd time I started over on the Heresiarch Hub on the Dell. OpenGL works even better than before, I've yet to test D3D or Software <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> . But the main point of this post is just to tell you I'm back to mapping again and I hope for good. I'm starting off by redoing what I did before on this computer. And then I'll work on more new stuff, and I hope I'll then get it uploaded and done... The First Map anyways <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> .
Mon, 27 Sep 2004 11:25:12

mago

Nice to hear things turned out okay with your pc. If you need some ideas and haven't seen it yet, check out the Inspiration thread I made some days ago, those might give you something to work with. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Mon, 27 Sep 2004 22:41:10

Stryker

I've got more good news. I've uploaded what I've done so far with it. I didn't do the slopes because I don't really know how to do slopes (So If somebody could explain how then that'd be great!). There might still be some sort of errors in the thing but nothing that would stop you from being able to play the map.... Anyways, in my KDev folder, heresiarch1.zip. Its map01.
Mon, 27 Sep 2004 23:16:06

RambOrc

I didn't see any visual errors. Are there any other changes besides the pulpit?
Mon, 27 Sep 2004 23:19:23

Stryker

Well, there are 3D Floors in the area by the Portal to the Orchard of Lamentations.. I might have done the Translucency wrong but there were also swimmable waters (I mean't to fix that if I did it wrong.). And afew not really noticable Static Lights.. Mainly around the portals. I might give the map another go again later and fix what I can find then upload a new version.
Mon, 27 Sep 2004 23:38:32

RambOrc

The red static light at portals is a nice idea, maybe we should make it standard in every map.
Mon, 27 Sep 2004 23:48:46

Stryker

But, those were on FireBrands remake of the first Hub. I just did it so it wouldn't look weird having some Hubs with it and some without.. Though I didn't do all Portals yet.
Tue, 28 Sep 2004 20:13:34

Firebrand

Hey! These are good news! I'm going to check the maps... About the slopes, I can post here what Ramborc told me some time ago for you, here it goes.
If all sectors around a vertex are triangles, you can just put a vertex height object on the vertex and give it any height you want and all sectors around it will slope to it. Or put a slope object in the middle of a sector, give it the same tag as to one of the linedefs and set its Z height to something between the two adjoining sectors' height. This takes quite a lot of calculation and I don't get it too easily neither. 

Regarding the 3D slopes, there is a trick to them, the 3D floor sector has to be on the same X or Y axis as the original sector for the slope thingie to work right.

If even with this explanation you need more help, just ask and I will try to see what more to do <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> . I'm going to check your maps right now!
Tue, 28 Sep 2004 20:37:30

Firebrand

Nice stuff! I like the use you gave to the 3d floors, but the water translucency could be increased to make the water look better, also you could try to move the static lights a bit on the portals, my experience with them is that even when the portal has 2-sided linedefs the lights don't "cross" the line, making the effect not to be noticed from outside the portal but just on the inside of the portal
Tue, 28 Sep 2004 23:13:56

Stryker

Thanks Firebrand! I'll try out the Slopes with the stuff you showed me. And I mean't to fix the Water translucency before I uploaded the map.. I got the stuff screwed up so I did 25, instead of what I wanted to do which was 75... Well at least try those numbers. I'll fix some more stuff then upload a new version.
Tue, 12 Oct 2004 20:21:09

Stryker

Sorry for being so late but I've been a bit.... Busy, yeah thats it, busy. I've been looking that map on the original Hexen, and then decided I should work on afew more 3D Floors. So I'm hoping I can upload a new version for you guys by at least this weekend. So Expect something by then.
Sun, 14 Nov 2004 21:53:20

Stryker

[quote="Stryker":2xvd2daa]So I'm hoping I can upload a new version for you guys by at least this weekend. So Expect something by then. Hahaha! A little late again.. Ah well.. Still, I've worked on the Map more! And I've uploaded the newest version I got.. If features afew more 3D Floors.. Thats about it.. Its still the first map, but I've been busy working on a different map (From Scratch). And I think my mapping skills are getting better for mapping from scratch. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Also, I'm probably going to start dating the Zip files because to me its easier to see which is the newest one.
Mon, 15 Nov 2004 23:21:09

Stryker

Hmm.. Just yesterday I did upload the Map1 of that hub.. But now I've done some of the Obvious work on the Map3.. I'm having problems doing stuff on map2. I don't know what to do, so suggestions would be nice.. Just goto my KDev dir, and download the 'heresmap3[DATE].zip' (Where the [DATE] is, is the date of the file.) Its map01, because i did feel like changing it and then you'd have to warp to the right map.. So for now, its Map01.
Wed, 17 Nov 2004 14:25:18

Firebrand

You did a splendid work with these maps <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> , I really like what you did with the first map in the hub, the 3rd map is shaping up, I want to give you some suggestions for the maps, some of them you might already know, but anyway, here I go: [list:3l4xf167]- When you place dynamic light sources, always check their z (height) values, because Vavoom puts them in the level even if they are over the ceiling or below the floor, and sometimes it's easier to just copy paste them if you are using them in more than one place at a time (I always have this problem myself), and I think some of the lights in your 3rd map are below the floor, if you can see the light, but the player weapon doesn't blends to the color it has, then they are below the floor, and if you place the light, but it doesn't show, then it's over the ceiling. Always try to put them 15 or 20 units over the floor (most of the cases it works fine) <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> . - Always check the z (height) values for the things on the 3d floors. - When you do translucent water, try to make both sectors, the one over the 3d floor and the one below the 3d floor have the same light level, that makes the translucent water to look more real <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> . [/list:u:3l4xf167] I think they are all for now, if I remember I forgot something I'll post it here.
Wed, 17 Nov 2004 19:06:16

Stryker

Thanks Firebrand. I'll remember to try those things you mentioned, but of course you must remember I'm still learning some of the Basics on Vavoom.. And I do forget stuff easily. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Well, maybe sometime later today I'll work on the third map.. I'll surely do it tommarow.

Back to the Korax Forum Archives