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Author Topic: Nazi Castle in Hell (Thanks to Tabs suggestion....)  (Read 13939 times)
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Lilazzkicker
 

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« on: 2003-02-18, 19:21 »

As some may know i have recently started work back up on one of my previous maps, the name though is still a toss up, best i got was from Tab, so thanks Tab.  

Alot of work still on this bridge...though its coming along nicely i think.

http://www.lilazzkicker.netfirms.com/bridge.jpg

And finally, the peice that drove me off in the first place, the lights/shaders, are fixed now.

http://www.lilazzkicker.netfirms.com/Castle.jpg
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Assamite
 
Hans Grosse
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« Reply #1 on: 2003-02-18, 22:16 »

Looks a bit too square. I recall German architecture utilizing round turrets, spiral/rounded staircases, etc.
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Byskwik
 
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« Reply #2 on: 2003-02-18, 23:12 »

It looks a bit french to me. But it is pretty.
ps I hate the french! Sipgate - Evil
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pepe
 

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« Reply #3 on: 2003-02-19, 01:24 »

it looks really 1200-century

the svirling thin high towers were after the development of gunpowder when walls werent supposed to resist seiges anymore

this castle looks like the arcitectual style from the times when catapults were a must if you were gonna go plunder someone
« Last Edit: 2003-02-19, 09:35 by pepe » Logged
Lilazzkicker
 

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« Reply #4 on: 2003-02-19, 05:18 »

Actually, the name of the map has changed as with several items dealing with the base intrance.....

MidEvil Times -is the maps new name, thanks to pepes suggestion
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Devlar
 
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« Reply #5 on: 2003-02-19, 06:03 »

You might want to reduce the amount of red, red lighting is okay but it has to be diffused with some other color so it doesn't punish the eyes so much
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Phoenix
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« Reply #6 on: 2003-02-19, 06:22 »

Hey, I like the red!  And I love the geometry, too.  If it's in HELL let's have it other-worldly, you know?
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I fly into the night, on wings of fire burning bright...
ReBoOt
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« Reply #7 on: 2003-02-19, 13:08 »

Nice lilazz! looks really good, and i like the red too Slipgate - Smile
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Lilazzkicker
 

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« Reply #8 on: 2003-02-20, 05:21 »

Ok, everyone knows i am still a tad amaturous at this, so im needing some help, as ussual, anyways here goes-

Issue 1-2 This has appeared a number of times after a compile what is it and why is it doing this?

http://www.lilazzkicker.netfirms.com/issue1.jpg

I double checked the brush several times, and replaced it giving me this effect-

http://www.lilazzkicker.netfirms.com/issue2.jpg

Ok, to issue 3-4 these appeared when using a noshader/nonsolid brush to help my fire/lights whats causing the brush behind it to disappear?

http://www.lilazzkicker.netfirms.com/issue3.jpg
http://www.lilazzkicker.netfirms.com/issue4.jpg
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Daedalus
 

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« Reply #9 on: 2003-02-20, 10:52 »

All these issues are usually created by overlapping brushes. Damn, i got exactly the same thing on one of my maps, dont know whether i still have the screenshot though.

But, what i had done was intersected the brush with a floor brush of another room, making the whole shabang go bye-bye's. Ill try to find that screenshot, if i cant find it i'l try to reproduce it Slipgate - Smile

Edit: Ok, found the screeny. Here
« Last Edit: 2003-02-20, 10:59 by Daedalus » Logged
Devlar
 
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« Reply #10 on: 2003-02-20, 11:21 »

May I recommend that you do not use Brushes for your flames but rather Simple Flat Patchmeshes. That beside the point, it appears you have a invalid plane, that would be what is causing the wall to disappear, this might be because you have either used CG subtract on that plane (yes CG subtract is the devil) or arranged the vertices in a invalid way, either way you have to delete the brush and make another one to get rid of the problem, use the cutting tool this time and i bet you wont have any problems
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Daedalus
 

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« Reply #11 on: 2003-02-20, 11:39 »

Cutting tool = god

Yes, do what the man says
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ReBoOt
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« Reply #12 on: 2003-02-20, 18:55 »

issue 1 and 2: either your sky box is too low if the sky box is to close it will cast shadows, if you look into the sky shaders you will find something called: q3map_sun or something like that that's the direction where the light emitts from.

Issue 3 & 4: Either it's what devlar says an invalid brush but most likley you need to use the "detail" function on those brushes, simply a vis error.
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Devlar
 
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« Reply #13 on: 2003-02-21, 03:08 »

Turning a brush into detail shouldn't cause it to be drawn or not drawn, or at least its never happened to me
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ReBoOt
Mean ol Swede
 
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« Reply #14 on: 2003-02-21, 10:32 »

really? i've had that problem several times, when i changed it into a detail brush the problem was sloved.
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Lilazzkicker
 

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« Reply #15 on: 2003-02-22, 01:19 »

Well, i am still have that ghost shadow issue, so i am currently rebuilding that section of the map.
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