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Post by ultra tree 85! on Mar 31, 2007 14:20:45 GMT -5
Just worked on the lighting on the side of the elevator shaft. There's a boss trigger using an area switch right before Duke gets to the elevator. The light in the bottom left is a random light, and in this screenshot, it's off. I also used soft brushes textured with the glass texture to make windows for the sides of the elevator. gallery.filefront.com/ultratree85//506904/
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Post by RG on Mar 31, 2007 15:24:37 GMT -5
;D Good job! Is that glass breakable?
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Post by ultra tree 85! on Apr 1, 2007 10:17:13 GMT -5
;D Good job! Is that glass breakable? I didn't think of trying that! Is it possible to make a soft brush breakable? I did some more work on the elevator last night. Current Map size Update: 849kb
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Post by RG on Apr 1, 2007 14:45:06 GMT -5
Sure! AFAIK, all brushes are breakable, even bezier patches. ;D I believe I've experimented with them all, and destroyed them all!
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Post by ultra tree 85! on Apr 1, 2007 23:06:16 GMT -5
Sure! AFAIK, all brushes are breakable, even bezier patches. ;D I believe I've experimented with them all, and destroyed them all! I made the glass on two of the sides breakable with breakable_adv's, and set them to break with any type of damage, so that they can be shot out. I guess I should make the glass on all of the sides breakable, in case the player throws a pipebomb into the elevator or uses a rocket launcher and wants to see it all blow up. ;D
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Post by RG on Apr 2, 2007 6:36:26 GMT -5
Nice! Hey, did you ever check out that map of mine with the working traffic light in it from the prefab tut? Just wondering what you might have thought of it?
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Post by ultra tree 85! on Apr 2, 2007 8:57:57 GMT -5
Nice! Hey, did you ever check out that map of mine with the working traffic light in it from the prefab tut? Just wondering what you might have thought of it? Yes, I think it looks totally awesome! I love how it's built, and it's amazing that you actually got the lights to rotate from green to yellow to red, on both sides! ;D
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Post by ultra tree 85! on Apr 2, 2007 13:40:36 GMT -5
I used mover_adv's to create moving platforms that go back and forth, and the player will have to jump from one to the other when they get close enough to the other platform. Here's a screenshot- gallery.filefront.com/ultratree85//510250/Current map size update: 869kb
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Post by RG on Apr 3, 2007 6:33:46 GMT -5
Nice! Hey, did you ever check out that map of mine with the working traffic light in it from the prefab tut? Just wondering what you might have thought of it? Yes, I think it looks totally awesome! I love how it's built, and it's amazing that you actually got the lights to rotate from green to yellow to red, on both sides! ;D Thanks. You are welcome to use it or components in your maps and to change aspects of it, if you like. I liked those moving platforms in the game and I'm glad you're using them. Keep up the good work. Looking awesome!
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Post by ultra tree 85! on Apr 3, 2007 22:11:49 GMT -5
Thanks. I finally set up a keycard forcefield today. I tried before, but I couldn't get the forcefield to dissapear when the key was put into the key hole. The problem was that I had not put the name of the forcefield entity into the "in pin" tab of the keyhole entity. Another thing I accomplished today was, I made the mover_adv platform in the last screenshot I posted look more detailed by adding rails around all the sides.
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Post by ultra tree 85! on Apr 4, 2007 19:35:41 GMT -5
I just did more work on the map, and put in an area damage under the moving platforms so that if Duke falls, he won't fall forever. ;D I also put in a femech boss. Every time that boss whips Duke, it does 40 damage, so I die all the time when fighting it. ;D Current map size update: 931kb There are some areas in the map with weird bugs. One thing is that when Duke is being effected by the area force, he sometimes gets stuck in the walls nearby. Also, there are some parts of the map where the camera shakes all over the place. ;D I'll have to give the map to RG or Prowler for testing soon, so they can see how it runs.
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Post by RG on Apr 5, 2007 6:37:59 GMT -5
I just did more work on the map, and put in an area damage under the moving platforms so that if Duke falls, he won't fall forever. ;D I also put in a femech boss. Every time that boss whips Duke, it does 40 damage, so I die all the time when fighting it. ;D Current map size update: 931kb There are some areas in the map with weird bugs. One thing is that when Duke is being effected by the area force, he sometimes gets stuck in the walls nearby. Also, there are some parts of the map where the camera shakes all over the place. ;D I'll have to give the map to RG or Prowler for testing soon, so they can see how it runs. Man, I'm glad to see that you're diligent in your work. As far as the area_force, it sounds like you might have a conflict between the 'ground factor' and the 'air factor'. Try to lower one or the other to zero or near zero and see if that helps. As far as the camera shaking, not sure, but make sure you don't have a conflict between game_tracks, if you have more than one, or your way_point camera positions within the track. Otherwise, make sure you have an 'area' brush along the track you are talking about. Or, If you do not have 'empty' space between the game_track and the camera position(space between your scene and where the game camera is) that can cause all kinds of lighting and camera problems. Know what I mean? Hope this helps............Keep on keeping on............RG
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Post by ultra tree 85! on Apr 5, 2007 17:31:27 GMT -5
Man, I'm glad to see that you're diligent in your work. As far as the area_force, it sounds like you might have a conflict between the 'ground factor' and the 'air factor'. Try to lower one or the other to zero or near zero and see if that helps. As far as the camera shaking, not sure, but make sure you don't have a conflict between game_tracks, if you have more than one, or your way_point camera positions within the track. Otherwise, make sure you have an 'area' brush along the track you are talking about. Or, If you do not have 'empty' space between the game_track and the camera position(space between your scene and where the game camera is) that can cause all kinds of lighting and camera problems. Know what I mean? Hope this helps............Keep on keeping on............RG Thanks for the advice. Here's a screenshot of one more area of the map: gallery.filefront.com/ultratree85//515313/I decided to put in a moving subway train that Duke can walk into and ride in. In the screenshot, there's blood in the train and right behind it because it just ran over a pigcop that was on the track. ;D I currently have 3 bosses in the map: -the ratoid boss -the gloppoid boss -the femech boss I want to put the roachoid and gatoroid bosses in after the train ride. I've also thought about experimenting with the final boss, maybe the robotic Duke head, but I don't know how complicated it would be to set that up. Current map size update: 1011kb
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Post by RG on Apr 5, 2007 18:59:42 GMT -5
Excellent! You've got an El train. A little work on the windows and shaders and it will look fantastic. Good job. ;D
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Post by ultra tree 85! on Apr 6, 2007 20:37:59 GMT -5
Excellent! You've got an El train. A little work on the windows and shaders and it will look fantastic. Good job. ;D I updated it a lot last night and also today, as well. I added in a vent on the top of the train that has a particle effect above it that puts out smoke. I fixed a bug that caused the builder to crash. The error said something like "ERROR: MAXPLANEFACES=64", and was apparently caused by the brushes that I used to make support beams under the train track. I'll see if I can put them back, or if I need to use different brushes.
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