Vadertime
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TABUN!!!! I'm just wondering if you found the pictures I sent you useful at all. If I could make those maps I would. Damn I need tools that work. I need reliable internet too. It really sucks BIG HAIRY ELEPHANT DICKS to have to use the school internet to download or do anything else. Also it's official now, I can't write code. I'm no good at it. Hope to hear your input soon. Maybe it won't be long before I have radiant again, and actually get it to work this time.
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dev/null
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/me continues to flip through C++ For Dummies
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..::WHAT!?
Ogre
Posts: 47
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note: You are allowed to use my textures - or any others you may find in the textures thread up on the main gen forum page. Just in case you didn't know yet ;] Ok thanks Tabun... its hard to find custom Quake 3 textures that still have that DooM feel to them, I don't know if I have seen yours yet but I will check them out... BTW - I love this smiley - lmao! EDIT: ===== Tabun I check out your textures, they are very nice... I think they will help me out, but I am still gonna have to find a lot of non DooM replacement textures... Maybe I will try making some of my own
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« Last Edit: 2003-03-27, 08:26 by ..::WHAT!? »
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ReBoOt
Mean ol Swede
Team Member
Elite
Posts: 1294
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What!?: The level looks very good, you do have some nice mapping skills there if you continue to do maps i think you will be a very good mapper Anyway i forgot to mention this link: http://www.planetquake.com/bighouse/textures.asp there you will find plenty of textures and i think i saw a doom-ish texture set there...go get it! btw you know we do have a mapping forum here at Wirehead go to the forum called "Laced neptune" and post your mapping progress there.
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Lunatic Guy
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..::WHAT!?: Can I have your email please? I would like to tell you something. Thanks a lot.
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..::WHAT!?
Ogre
Posts: 47
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What!?: The level looks very good, you do have some nice mapping skills there if you continue to do maps i think you will be a very good mapper Anyway i forgot to mention this link: http://www.planetquake.com/bighouse/textures.asp there you will find plenty of textures and i think i saw a doom-ish texture set there...go get it! btw you know we do have a mapping forum here at Wirehead go to the forum called "Laced neptune" and post your mapping progress there. Ok thanks I will swing by there later... @Lunitic Guy - I PMed you my E-Mail BTW - I was just thinking - why is the copyright for the DooM textures an issue here - I mean I see levels using the original Quake 3 textures all the time and nobody seems to have a problem with them <_<
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pepe
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that is because the quake3 textures are included in quake 3 hence they can be used for maps made for quake 3 legaly
the doom textures can only be used for doom-maps etc
fot you to be able to take textures from one game to another you need the authors permission wich they wont give usually since if you havent bought their game you shouldnt be able to enjoy their textures
if you use textures from game A in maps for game B without permission you are dooing something illegal, namely breaking copywright
you can remake textures that look about the same as long as you make them from the ground up
its not allowed to modify textures and use them in other games
i hope this helps what if not pm me and ill try to explain it better
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..::WHAT!?
Ogre
Posts: 47
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that is because the quake3 textures are included in quake 3 hence they can be used for maps made for quake 3 legaly
the doom textures can only be used for doom-maps etc
fot you to be able to take textures from one game to another you need the authors permission wich they wont give usually since if you havent bought their game you shouldnt be able to enjoy their textures
if you use textures from game A in maps for game B without permission you are dooing something illegal, namely breaking copywright
you can remake textures that look about the same as long as you make them from the ground up
its not allowed to modify textures and use them in other games
i hope this helps what if not pm me and ill try to explain it better Naw I understand... I am re-doing the textures in the level right now, there are just so damn many of them - I think that last post was a last ditch at trying to get out of the work BTW - Thanks VERY much to ReBoOt - for that little thing you wrote about making a bot file... it worked like a charm , now all I have to figure out is how to setup the correct file structure inside a .pk3 so my map will work like any othe Downloaded file (I am still using the command prompt to load it from my maps directory)
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ReBoOt
Mean ol Swede
Team Member
Elite
Posts: 1294
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What!?: No problems man! im glad that i could help u. anyway the directory structure for a .PK3 file should be like this: maps--> here you put your "yourmapname.BSP "and "yourmapname.AAS" files levelshots--> A screenshot of your level, using a low rez is recommended also try to use .jpg instead of .tga. the file name should be the same as the lvl. scripts--> here you place your map(s) shaders and a file called "yourmapname.arena" the Arena file makes your map showing up in the map selcetion screen, also you can specify which bot that should be used, fraglimits... textures-->yourtexturefolder--> well.. i don't have to explain this one? models-->mapobjects-->yourmodelfolder--> if you have a custom model place the models textures here NOT the .MD3 models get "bsped" into the map. Okay that should be it just zip those folders and rename "yourpk3name.zip" to "yourpk3name.pk3"
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« Last Edit: 2003-03-29, 22:05 by ReBoOt »
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..::WHAT!?
Ogre
Posts: 47
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What!?: No problems man! im glad that i could help u. anyway the directory structure for a .PK3 file should be like this: maps--> here you put your "yourmapname.BSP "and "yourmapname.AAS" files levelshots--> A screenshot of your level, using a low rez is recommended also try to use .jpg instead of .tga. the file name should be the same as the lvl. scripts--> here you place your map(s) shaders and a file called "yourmapname.arena" the Arena file makes your map showing up in the map selcetion screen, also you can specify which bot that should be used, fraglimits... textures-->yourtexturefolder--> well.. i don't have to explain this one? models-->mapobjects-->yourmodelfolder--> if you have a custom model place the models textures here NOT the .MD3 models get "bsped" into the map. Okay that should be it just zip those folders and rename "yourpk3name.zip" to "yourpk3name.pk3" Hey thanks again... I haven't tried this yet but I am sure it will work, I have my level about 70% retextured now so it shouldn't be long before I post new screen shots. (BTW if there is anyone who would like to be a beta tester please let me know. I wan't to make sure item placement and atmosphere are working well for the level before I make an official release )
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Lilazzkicker
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Gimmie a yell WHAT!?, and i will be happy to beta test your map.
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Vadertime
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About resurgence and maps: will really big monsters appear in any map they wan't too??? Consider the threat of the cyberdemon. In big open maps the cyber isn't too tough, and in big maps with the right cover, such as the tower of babel from DOOM the cyber by itself is fairly easy. If the cyber appears in maps barely big enough to accomodate it's head clearance but with corridors wide enough to let it roam, it becomes a truly deadly sumbitch. The spider mastermind is so big and has such a wide track, it could easily get stuck in walls if the spawn point is in a small space meant for arena gladiators and other human sized targets. I assume you all have this taken into account.
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dev/null
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When I think BIG monsters, I think Chthon
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Vadertime
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Cthon would be okay because he's stationary. The only problem would be if his head stuck in a ceiling or if he beamed in too close to a wall and got stuck to it. Also Cthon had to be shocked with a special shocker built into the map, so he might be indestructible.
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Gnam
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I don't think that would be a problem. I'm sure it's pretty easy to code spawn points so only certain monsters can spawn there. In that case only spawn points in areas wide enough to accomodate would spawn large monsters.
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Vadertime
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That's good. Speaking of big monsters and wide maps, generations could probably use some all new theme oriented maps, rather than all remixes. What might be a good idea is to mix and match pieces of existing maps into huge, complex new labyrinths. Imagine Azure Agony from quake1 episode4 mixed with the Torture Chambers from quake2 and the Underhalls from DOOM2.
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Vadertime
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Another good map idea might be one built on the concept of having as many high towers and tall buildings as possible. Some of the buildings could be connected with catwalks and suspension bridges, some on different floors. Maybe even some slime or lava pits all the way at the bottom would help. Even if I had a working map builder I think some of this might be over my head. B)
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dev/null
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I've always enjoyed vertical maps... Tokays Tower, The Edge, Vertical Vengeance, etc
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Daedalus
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When I think BIG monsters, I think Chthon I think of the last boss from Duke Nukem 3D
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games keeper
Elite
Posts: 1375
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I think that big baby from half-life .
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