Barbatos, on 19 April 2019 - 08:39 AM, said:
This is some nice work. Let us know when the new version is out!
Thanks Barbatos, here is a progress report for ut4_abaddon
Sometimes it's hard to know if doing more is making things better, but I'm making progress regardless
I could release a playable beta at the moment but I discovered.. how big is too big. When I go and get an ice cream cone, and they put an extra big scoop on top I don't complain. But when I look at my texture folder for the map and it's over 100MB I start to think maybe I did something wrong. (I quickly trimmed it back to 90MB but need to do more).
Making all of the images high (enough) resolution (300 ppi) which I'm maintaining, mostly 1024x1024 and almost every image was .TGA which I now see is a larger file size than a .jpeg for example.. just converting to .jpeg could more than half the texture file size which I'd be happy with right now.
so today I've started to scale more of the the textures back where it doen't hurt, images get scaled in the editor anyway so it basically balances out. Then today I was converting the TGA to jpeg when I saw GTK Radiant 1.5.0 didn't like some .jpg Is this the moment I jump ship for a new editor? or am I doing something wrong when I convert the images (jpg and jpeg didn't seem to help - and I have some jpg already being rendered in game so it kinda stumped me at the moment)
MAp progress: I've re-done the map, a new map with everything re-drawn or copied and re-placed without disrupting the layout too much, everything is closer. Though I think it looks a little rough, and I want to eventually get back to a rounder layout, that looked good bfore, everything felt smooth and spacious. I think it's just a comparison thing but everything was in a big box before and I just added huge walls to close it in (speed mapping/sketch mapping).
there is some (a little) vis blocking going on, and I used a few hint brushes and it's over all considerably a smaller layout and still huge.
I've added a movie style sound track I had laying around to underground in the middle of the map, quirky, but suitable I'd say.
Slimey walls - Can I have images rendered with some transparency - a script - I want to add more slime to walls, and still have the wall partly show through. The script I use to allow alpha is something like this -->
textures/ut4_abaddon/mouldybottomdirt_1
{
qer_trans 0.4
qer_editor_image textures/ut4_abaddon/mouldybottomdirt_1.tga
surfaceparm nolightmap
surfaceparm nonsolid
surfaceparm trans
// nopicmip
// nomipmaps
{
map textures/ut4_abaddon/mouldybottomdirt_1.tga
alphaFunc GE128
depthWrite
rgbGen vertex
}
}
<--- so that script is great most of the time for what I need, but when I added slime and filth to walls the mask image is not transparent, it looks pretty horrible in some places with some images. Allowing maybe a 50% transparency would fix it.
Layout and jump distances seem good, a few fun tricks to the map, places to hide/catch your breath/regroup, a bit of backdoor action for CTF, a big tower to lure campers, rail slides downstairs, an obligatory pit of death (I dunno why I like pits of death so much, they're just fun to build), all game modes supported at minimum (beta), I found a guy giving away a heap of barrels, so they're all in there too... so many barrels... anyone have some ok rock models they could spare? Large flat, up right, about the size of your head, any really, but not too much detail to render, I'm getting pretty full.
So to list things I could use help with:
why don't some jpeg load in Radiant? (I use the Gimp to edit images)
How big is too big for an urt .pk3 (I would have thought 25MB was big, which looks like what I'll end up with)
Can I have images rendered with some transparency - a script
I need reasonable rock models
When I put posters on the wall, I use a thin brush with no draw, usually this doesn't impede the players movement when up against the brush. Sometimes it does.
current vis data examples are around about these values
820 portalclusters
2023 numportals
2806 numfaces
4046 active portals
120 hint portals
visdatasize:85288
5 average of passages per leaf
Size: -3200, -3768, -1392 to 3200, 3760, 1080
block size = ( 1024, 1024, 1024 )
1508 leafs filed
This post has been edited by Sneaks: 25 April 2019 - 01:19 PM