|
Post by RG on Apr 14, 2007 22:16:56 GMT -5
Hey, played your map again and I am really impressed. I found all the secrets and nukes, and those last two bosses were a pain in the ass, until I figured out how to get them. Really fun. ;D Just wondering? Are you planning to expand more on this map, and are you going to link it to another one? I think you have a good start on an episode, if you can spare the time and work. I'm always ready for more action!
|
|
|
Post by ultra tree 85! on Apr 15, 2007 11:21:23 GMT -5
Hey, played your map again and I am really impressed. I found all the secrets and nukes, and those last two bosses were a pain in the ass, until I figured out how to get them. Really fun. ;D Just wondering? Are you planning to expand more on this map, and are you going to link it to another one? I think you have a good start on an episode, if you can spare the time and work. I'm always ready for more action! Thanks for playing it. I've already added in the roachoid boss, and I put in a yellow keycard gate that you need to get through in order to fight the roachoid. I'm going to expand the map, and I'm going to add more stuff into the areas that I already have, too. Do you know how to make chains like the ones in the 6th episode? I tried using soft brushes, but they didn't look right at all. ;D I was also wondering if you know how to make the flags from the chinatown episode that flap back and forth like they're in the wind?
|
|
|
Post by RG on Apr 15, 2007 14:48:48 GMT -5
Mmmm...map expansion= Always good. For the chain, just use a soft brush box that's 32X16 with the chain shader facing your camera and make the rest of the faces of the box invisible by using the shaders\helpers\invis.shd shader. For the flags, or banners, use a bezier patch(if you want to reshape the brush to have curved edges) with the .vtx version of the shader and place it under the wave_ effector entity. The settings used for the banners in the first map of e02 are: amplitude-3 frequency-3 length-30 phase-0 X-axis Experiment with those settings to get what you need. Have fun! ;D
|
|
|
Post by ultra tree 85! on Apr 16, 2007 21:32:44 GMT -5
Mmmm...map expansion= Always good. For the chain, just use a soft brush box that's 32X16 with the chain shader facing your camera and make the rest of the faces of the box invisible by using the shaders\helpers\invis.shd shader. For the flags, or banners, use a bezier patch(if you want to reshape the brush to have curved edges) with the .vtx version of the shader and place it under the wave_ effector entity. The settings used for the banners in the first map of e02 are: amplitude-3 frequency-3 length-30 phase-0 X-axis Experiment with those settings to get what you need. Have fun! ;D Thanks for the help! I made some chains with the invisibility on all faces except for the one facing the camera, and then I scaled the chain textures down so that they looked right. I also fixed a lot of texturing in the map, and added in details. I changed around the positions of some of the nukes, also. There are currently 11 nukes in the level, so I'll also need to delete one of the early ones to bring the number back down to 10.
|
|
|
Post by RG on Apr 17, 2007 6:44:42 GMT -5
Nice work. Sounds like you're about ready to add your 'end_part' entity that shows the stats for the level, if you haven't already! ;D
|
|
|
Post by prowler4 on Apr 17, 2007 9:20:10 GMT -5
I havn't played it, but it sounds really awesome man. Can't wait to check it out!
Keep up the spirit and the good work!
|
|
|
Post by ultra tree 85! on Apr 17, 2007 14:38:46 GMT -5
Nice work. Sounds like you're about ready to add your 'end_part' entity that shows the stats for the level, if you haven't already! ;D I played around with the end_part back when I made the thread about it in the prismed section of these forums, but I deleted it after I got it working. I wanted to expand the map, and at that point, the map ended right after where the cola machine is currently located. I still want to add more into the map before I finish it. I want to add a monkey bar section where Duke must hang on and fight off those flying security mechs, and avoid falling to his death. ;D I also want to make a security room with cameras that display the various areas of the map.
|
|
|
Post by RG on Apr 17, 2007 18:04:50 GMT -5
That's cool!
|
|
|
Post by ultra tree 85! on Apr 21, 2007 9:30:29 GMT -5
I just built a little security station right after the train track ends, and I'm going to have several working security cameras that duke can use inside. I know how to use area switch entities and the security camera entity to create a working camera, but I don't know where to find the model for the security camera screen that Duke walks in front of. Does anyone know what directory path the model is under?
|
|
|
Post by RG on Apr 21, 2007 11:41:36 GMT -5
Hey, UT. AFAIK, there is not a model. You build the brush and use the e01\shaders\security_face.shd shader for it. Then, when you set up the switch and security camera, use the 'overlay' option under your security camera and it should project what you are looking at through the large security screen. Please correct me if I misunderstood your question. Hope this helps.
|
|
|
Post by ultra tree 85! on Apr 27, 2007 19:09:52 GMT -5
Hey, UT. AFAIK, there is not a model. You build the brush and use the e01\shaders\security_face.shd shader for it. Then, when you set up the switch and security camera, use the 'overlay' option under your security camera and it should project what you are looking at through the large security screen. Please correct me if I misunderstood your question. Hope this helps. Thanks for the help, I put in 4 security cameras that Duke can use to view the level. I worked on the monkey bar section today, and set it up the way I want it, with some security bots and an area damage under it. I also finally started really experimenting with new textures. I used images that had been taken with a digital camera mostly, and I re-sized parts of them, converted them to .tga, and compiled them into shaders to form a few new textures for my level.
|
|
|
Post by RG on Apr 28, 2007 6:23:48 GMT -5
Glad you are still making progress, UT. I haven't had a lot of time to work on 'Underground' much. Can't wait to see some screens of your new shaders. They have to be better than the hack jobs I have done so far. Cheers! ;D
|
|
|
Post by ultra tree 85! on Apr 29, 2007 18:12:01 GMT -5
Glad you are still making progress, UT. I haven't had a lot of time to work on 'Underground' much. Can't wait to see some screens of your new shaders. They have to be better than the hack jobs I have done so far. Cheers! ;D Thanks, I just sent you a link to the new version of the map .vex file and the textures in a pm.
|
|
|
Post by RG on Apr 30, 2007 6:30:52 GMT -5
Great! I'll check it out today and get back to you. ;D
|
|
|
Post by RG on Apr 30, 2007 19:23:58 GMT -5
Hey, your new textures look great. You're doing a fine job. Let me play through the level some more and I'll see if I can find anything that needs tweaking, but I swear, it's looking good so far. Keep it up, man!
|
|