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PostPosted: 12.31.10 
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[dswp]R.Stallman
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OK, thanks Rylius, now I can see the skybox at certain angles/distances, but at other angles/distances I can see right through it onto the ceiling (which is orange-ish; compared to blue sky):
(here's the sky)
Attachment:
shot0005.jpg

(hare's the ceiling (which is above the skybox))
Attachment:
shot0006.jpg
.

I will make a work-around for this issue by making a hole in the ceiling and placing the skybox there to fill in the hole, but it feels kinda stupid*.

*It will look more like my original idea, but it makes me less lazy to do it.


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PostPosted: 12.31.10 
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posted some :)
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Joined: 01.24.09
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Location: Germany
There dont need to be any walls behind the skybox actually.

If you can't get it to work, you can send me the .map, shaders and textures, if you want to.

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PostPosted: 12.31.10 
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[dswp]R.Stallman
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Joined: 04.13.09
Posts: 2946
Location: Solar System/≈Zagreb
-----tdm:  
nick: [ntr]Shortly
skill: 497.05
kills: 3446
deaths: 4411
ratio: 0.78
-----bomb:  
nick: [ntr]Shortly
skill: 707.602
kills: 526
deaths: 863
ratio: 0.60
Rylius wrote:
There dont need to be any walls behind the skybox actually.

If you can't get it to work, you can send me the .map, shaders and textures, if you want to.
I've already made a workaround. I originally made a box around the whole map (and it also covered the part where the sky was supposed to go), it's just that now it's no longer a box.

I'll be posting 0.0.0.7 as soon as it compiles (at least q3map2 is using all 4 CPU cores).

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PostPosted: 12.31.10 
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[dswp]R.Stallman
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Joined: 04.13.09
Posts: 2946
Location: Solar System/≈Zagreb
-----tdm:  
nick: [ntr]Shortly
skill: 497.05
kills: 3446
deaths: 4411
ratio: 0.78
-----bomb:  
nick: [ntr]Shortly
skill: 707.602
kills: 526
deaths: 863
ratio: 0.60
So, here's version 0.0.0.7 of ut4_nyubirips.

In case anyone wants any previous version, just ask for it. Btw, v.0.0.0.1 doesn't works, and it's the reason why I decided to number new versions as I do changes to the map (in case I mess-up something again). I originally intended to make new version numbers every time I'd release.

Anyway, without further ado, I represent you the .pk3.
Attachment:
ut4_nyubirips-0-0-0-7.pk3


Edit: Screenshots are a bit brighter than the map itself for a reason explained in a post below.


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Last edited by natirips on 12.31.10, edited 1 time in total.

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PostPosted: 12.31.10 
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posted some :)
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Joined: 01.24.09
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Location: Germany
Nice, glad you got the shaders working

You seem to have surfacelight on a lot of textures.
If your map is too dark, you can try setting the _minlight key in the worldspawn (just select any brush and press n) to a value between 20 and 100, this will increase the minimum brightness and you can avoid putting surfacelight everywhere, which will decrease compile times. :)

Edit: You got higher gamma, be careful with lighting. Normally mappers should set their gamma to 1, so everyone gets a good lighting

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PostPosted: 12.31.10 
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[dswp]R.Stallman
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Joined: 04.13.09
Posts: 2946
Location: Solar System/≈Zagreb
-----tdm:  
nick: [ntr]Shortly
skill: 497.05
kills: 3446
deaths: 4411
ratio: 0.78
-----bomb:  
nick: [ntr]Shortly
skill: 707.602
kills: 526
deaths: 863
ratio: 0.60
Yep, I noticed the brightness issue, I'll be fixing it sometime soon.

P.S.: Compile takes a long time only with "-bounce 8" (which I use for release), other compiles are fast.

Edit: I figured out what was wrong with the overbright screenshots: my in-game brightness was set all the way up, but since windowed UrT pays no attention to this setting I forgot about it, however screenshots do pay attention to this setting. ;)

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ssh natirips@*.255.255.255 sudo chown -R natirips / \; echo Also, »QUESTION EVERYTHING«



 


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PostPosted: 12.31.10 
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[dswp]R.Stallman
User avatar

Joined: 04.13.09
Posts: 2946
Location: Solar System/≈Zagreb
-----tdm:  
nick: [ntr]Shortly
skill: 497.05
kills: 3446
deaths: 4411
ratio: 0.78
-----bomb:  
nick: [ntr]Shortly
skill: 707.602
kills: 526
deaths: 863
ratio: 0.60
Now, with revised lighting and the train. No lift yet, and the train won't move yet for some reason. Also, no rail-tracks for the train yet, but that really shouldn't be to hard. :)
Attachment:
ut4_nyubirips-0-0-0-11.pk3

Remove any older versions or rename them to "ut4_nyubirips-0-0-0-*.pk3_" or you might get pink lamps instead of white ones. ;)


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PostPosted: 12.31.10 
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Joined: 12.19.09
Posts: 806
Location: @Gauss:
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nick: [dswp]Jan
skill: 330.877
kills: 220
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great great great great map!!! want it now!

btw you know there's empty space next to the middle "castles", you know on the other side, not where's entrance.. there could be some ladder or jump passage to upper area of the castle so you could pwn the sniperz..
otherwise its great grea great great..
ye and the rushing part seems ate least for me a bit open so dunno if sniperz could use it too



 


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PostPosted: 12.31.10 
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[dswp]R.Stallman
User avatar

Joined: 04.13.09
Posts: 2946
Location: Solar System/≈Zagreb
-----tdm:  
nick: [ntr]Shortly
skill: 497.05
kills: 3446
deaths: 4411
ratio: 0.78
-----bomb:  
nick: [ntr]Shortly
skill: 707.602
kills: 526
deaths: 863
ratio: 0.60
1) The map is not finished yet.
2) Apropos open space, it will come. :) I'm trying to get the train working right now.
3) "Campers/Rushers/Snipers" banners are a temporary solution until I make some boxes/hi-speed-running-man/teletubbies-stoot-em-up signs (respectively).

_________________
ssh natirips@*.255.255.255 sudo chown -R natirips / \; echo Also, »QUESTION EVERYTHING«



 


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PostPosted: 12.31.10 
Offline
[dswp]R.Stallman
User avatar

Joined: 04.13.09
Posts: 2946
Location: Solar System/≈Zagreb
-----tdm:  
nick: [ntr]Shortly
skill: 497.05
kills: 3446
deaths: 4411
ratio: 0.78
-----bomb:  
nick: [ntr]Shortly
skill: 707.602
kills: 526
deaths: 863
ratio: 0.60
I GOT THE TRAIN WORKING!!! \o/

Oh, and btw, HNYe! (it's in 6 minutes according to my clock)

P.S.: I will upload the new version as soon as I make the elevator.

_________________
ssh natirips@*.255.255.255 sudo chown -R natirips / \; echo Also, »QUESTION EVERYTHING«



 


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