One thing before you go too much further: We would prefer if you didn't start a new texture folder just for your map. This is only needed if the textures are likely to be used exclusively for one ma, but yours look like they could be applicable for many buildings. Could you put the door textures into /tex_doors/ and the rest into /tex_buildings/?
very nice - can you say something about the new textures and their licenses? maybe we can add them (and the map) to the master repo (if the license fits our needs)
Yep indeed nice! I noticed youre using 2.3? You should switch over to the 2.4 Snapshot because there many improvments and fixes also for the the editor if im not mistaken. ;)
You can download the latest development version (nightly build) here: http://ufoai.ninex.info/snapshots/ufoai-latest-win32.exe
If you are brave and want to compile for yourself I recommend using Mutons tool:
http://ufoai.ninex.info/wiki/index.php/MinGW_Win32_(guided_with_GUI)
Update.
ufo2map fails to compile it because
(http://www8.pic-upload.de/27.11.11/n58vx4opp54m.jpg)
and I have no idea what this means. Maybe someone can help me with this. Is it just getting too big?
Thanks.
The map basically consists of four parts already, for better clarity and workability. So making this an rma-theme should be not too much additional work. Although I was hoping it would not be necessary for me to have to work through even more walls of cryptic text.
Hi ShipIt. I threw together this image tutorial on how to create terrain (http://ufoai.ninex.info/wiki/index.php/Mapping/Terrain_How_To) using this method. Let me know if you have any more questions.
Screenshot looks good. Was afraid you'd disappeared on us.
Check out the phong (http://ufoai.ninex.info/wiki/index.php/Mapping/Surface_inspector#Surface_flags) surface property.
Was afraid you'd disappeared on us.
/offtopic on
ShipIt, I see you got one of those rare 1920x1200 16:10 screens - it is a pity that it is not possible to get those anymore :'(
/offtopic off
Agreed :)
Actually, phong surfaces are somewhat broken in the ufo2map, so there can be weird lighting on them.
Looks wonderfull!
8) 8) 8)
really nice job. if you find the time, please attach your current map files as zip - i would like to have a look at them.
Would be great if you could look at the maps. The files should all be in the last attachment ("mansion.7z"), aren´t they? Is 7zip no good?
medieval wall... did not expect that! Looking good.... i was thinking the same :)
medieval wall... did not expect that! Looking good.
... i was thinking the same :)
Looks like it's coming along very nicely ShipIt. Willing to share your files at this stage or do you want to hold off for a bit?
Amazing work you got there....
Can i post some screens of your map on our indiedb profile? :)
Great, but why is it not in master yet :'( ?
very nice.
just one minor issue though - the boat looks a little bit too huge.
counting textures? i can extend uforadiant to give you a texture overview. but this might take a few days, too
@ShipIt: i will create a dialog for showing the textures and their count in the map. and maybe even the replace dialog right beside it. Just give a 2 days to finish it, i don't have much time these days.
It may help to think of your map thematically rather than realistically. In reality, everything has a different texture, but in a game you will often re-use textures a lot. Maybe you only need one type of floor tile, one type of wooden paneling. Maybe every chair in the house is the same kind.
From your perspective as a creator, who puts a lot of thought into the map, these things will stand out. But to a player who interacts with the objects generically (can I hide behind this? this looks like a kitchen area/living room/bathroom. Etc.) this kind of repetition is more acceptable.
So the longer you play, the more texture slots will get filled. Model caching should be a feature, but unfortunately in combination with MAX_GL_TEXTURES it acts like a bug. ???
Would that be the explanation of why I'm regularly seeing this error...
2012/01/16 19:39:59 Total textures: 1024/1024 (max textures: 1024)
2012/01/16 19:39:59 Total texel count (not counting mipmaps): 141485888
2012/01/16 19:39:59 ********************
2012/01/16 19:39:59 ERROR: R_LoadImageData: MAX_GL_TEXTURES hit
2012/01/16 19:39:59 ********************
2012/01/16 19:39:59 Shutdown server: Server crashed.
2012/01/16 19:39:59 Unload the game library
2012/01/16 19:39:59 Disconnecting...
2012/01/16 19:39:59 Client stream was closed
2012/01/16 19:39:59 Used inventory slots after battle: 0
...after playing 'n games? ;)
Quitting & restarting the game sorts it, but I guess it must be a headache for you developer types..
@Gren: Turn off model caching in the options menu to solve that problem. Will we get a new track soon ? ;)
A new track... hmm - I have a couple of ideas down which I can develop.. leave that one with me ;)
A new track... hmm - I have a couple of ideas down which I can develop.. leave that one with me ;)
/offtopic on
8)
/offtopic off
sry h-hour, like all others i guess, i like youre work. but your "recommendations" about this map.. well... plz no. not all maps should be "tactical". i like also some easy maps. and i think this map far away from too easy. the tunnels are "bad" enough. you really want more walls? do you really like the feeling to go round a corner and see an alien that much?
if i should suggest something to shipit:
- delete all walls round the map and make with those an other very nice map with old design ...
anyhow. this map is GREAT :).
Very cool detailed map.
But I have one question.
I am on the map "mansion" do not have a fountain. Instead, only a black shadow.
Why might that be?
build from 01/27/2012/amdk10/4gb/R5700HD/WinXP
Yes I using mutons build-tool.
Where is this paths is located? I thinking in mat-file, but mansion.mat is empty.
make models Q= -B -j $ammount_cores*2
D:\UFOAIwin32BUILDenv\MinGW\ufoai\base\maps\laboratory\lab_main.map
"model" "models//objects/firehose/firehose.md2"
D:\UFOAIwin32BUILDenv\MinGW\ufoai\base\maps\mansion\mansion_craft_ufo_empty.map
"model" "models//objects/furniture/locker/locker2.md2"
"model" "models//objects/furniture/locker/locker2.md2"
"model" "models//objects/furniture/locker/locker2.md2"
"model" "models//objects/furniture/locker/locker2.md2"
D:\UFOAIwin32BUILDenv\MinGW\ufoai\base\maps\mansion\mansion_main.map
"model" "models//objects/rubbish/oil_can.md2"
"model" "models//objects/construct/generator_big/generator.md2"
"model" "models//objects/city/fountain/fountain2.md2"
"model" "models//objects/industrial/valve/valve.md2"
D:\UFOAIwin32BUILDenv\MinGW\ufoai\base\maps\mansion\mansion_maingate.map
"model" "models//objects/vegi/water_lily2/lily.md2"
"model" "models//objects/vegi/water_lily/lily_bloom.md2"
"model" "models//objects/vegi/water_lily2/lily.md2"
"model" "models//objects/vegi/water_lily/lily_bloom.md2"
"model" "models//objects/vegi/water_lily2/lily.md2"
"model" "models//objects/vegi/water_lily/lily_bloom.md2"
"model" "models//objects/city/bench/bench_s.md2"
"model" "models//objects/city/bench/bench_s.md2"
D:\UFOAIwin32BUILDenv\MinGW\ufoai\base\maps\mansion\mansion_poolhouse.map
"model" "models//objects/airpipe/airpipe.md2"
"model" "models//objects/airpipe/airpipe.md2"
"model" "models//objects/city/waste/bag.md2"
"model" "models//objects/construct/generator/generator.md2"
"model" "models//objects/gascylinder/gascylinder.md2"
"model" "models//objects/furniture/locker/locker2.md2"
"model" "models//objects/furniture/locker/locker2.md2"
One note, can you do not use this img-host? It is full of spam, advertises (it founds some win-viruses on my ubuntu) and do not want to give original file.
Yes indeed. This site looks very untrustworthy. I would suggest imagehack.
Yes indeed. This site looks very untrustworthy. I would suggest imagehack.
I would say that this is the most interesting map in the game. Cool work.