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ut4_projumps_b4 New version Rate Topic: ***-- 1 Votes

#31 User is offline   Delirium Icon

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Posted 03 August 2009 - 06:17 AM

nice update, good to see jumping is smoother :)

[me=Delirium]Inserts a respect token into j[]0b's jar

#32 User is offline   Muffie Icon

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Posted 03 August 2009 - 06:32 PM

just gotta work on getting areaportals and hints in

#33 User is offline   Delirium Icon

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Posted 03 August 2009 - 11:01 PM

areaportals
http://forums.urbant....html#msg186725
i make mine 1unit thick and fit the size of the door, dont make them part of the door though
if you want to know more, ask

and hinting
http://www.nibsworld...hes_part1.shtml

#34 User is offline   j[]0b3r n03l (old) Icon

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Posted 04 August 2009 - 04:33 AM

yey glad to see two kick ass mappers willing to help me with my map.

lol dele ive read the site about hinting like 3 times now.. =)

i just wouldnt know where to hit in the map

im gonna try a few more test to get a farther understanding..

now areaportals and skip i so far dont have a clue about those...

and was the smoothness in jumping actually noticeable?? if so than NICE!

#35 User is offline   Muffie Icon

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Posted 04 August 2009 - 05:19 AM

areaportals ;

all corners of the areaportal must be in a solid wall, while still being wide enough to fit inside the door.
texture all sides of the brush with skip then select one face(that you will walk through) with areaportal. done.

hints, I could have a whack at hinting the map. hints are confusing

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#36 User is offline   Delirium Icon

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Posted 04 August 2009 - 05:32 AM

Hinting seems fine,
I mirrored it here
http://www.urbanterr...projumps_b4.pk3

also i think the theme can stay ;) but next time you need your own >:]


_ALSO_ the only thing that really needs fixing, is the teleports. NOONE likes to be teleported into a wall, you need to have the teleports so you can jump again almost instantly, and further back so you cant block as easily :)

#37 User is offline   Muffie Icon

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Posted 04 August 2009 - 05:43 AM

there is no hinting done yet afaik, just the normal vis compile.

#38 User is offline   j[]0b3r n03l (old) Icon

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Posted 04 August 2009 - 02:38 PM

i just dont want to risk tele frags.  maybe put the teles like in the back center of the jump and have them facing out towards the jump?

muff ill send u the updated map when i get a new version and u can have a look if u want.

so u want the areaportal brush like 1 unit inside the door? do i have to make my own skip shader? cause i dont think its in common... idk i didnt look yet but i dont remember seeing it there. dele i can get the skip shader from the forum link u sent me.. i saw the there.

#39 User is offline   V00d00 Icon

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Posted 04 August 2009 - 08:51 PM

The key to telefrags isnt misc_teleporters.  Have about 4 of them.

The key is to split your teleport brush into many pieces, so if a player falls in two seperate places at the same time the teleporter logic doesnt crash and send them both to the same teleporter pad.

#40 User is offline   Delirium Icon

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Posted 04 August 2009 - 10:09 PM

^what he said

Quote

0b3r n03l link=topic=17244.msg235773#msg235773 date=1249393139]
dele i can get the skip shader from the forum link u sent me.. i saw the there.

yes, the copy and paste that, and add it to the bottom of your common.shader

Quote

there is no hinting done yet afaik, just the normal vis compile.

if you run round with r_showtris 1 you can see that q3map has done its job, unless he wants to add more details i cant see it being a problem as is :)

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