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Posted: Tue Mar 28, 2006 9:03 pm
by }TCP{ZzCaT
Okay here's a first glance at the redone lighting. You're right, it makes a big difference.

ZZ

Posted: Wed Mar 29, 2006 4:05 am
by }TCP{Snowbird
WHen I saw the first picture, I had to sit back and say WOW. What a diference. Are you all done now? Mind if I take another test run? Looks great so far.

Posted: Wed Mar 29, 2006 10:06 am
by }TCP{ZzCaT
I'm not quite done yet. For instance I'm still not satisfied with the lighting of the elevators. When I'm done I will repost the map and then I would ask you to look at the bot paths.


ZZ

Posted: Wed Mar 29, 2006 12:20 pm
by }TCP{Snowbird
GREAT!!!! I am here. :D

Posted: Wed Mar 29, 2006 10:10 pm
by }TCP{ZzCaT
Well I've redone the elevators (see picture). If you want to download the map, follow the link in one of my earlier postings. It will be the latest version.

ZZ

Posted: Thu Mar 30, 2006 4:50 am
by }TCP{Snowbird
I just downloaded it and can not wait to jump into it. Get back at you in a few.

OK, looks great. The sky box was a good idea. It is not easy to get the textures to match right in a skybox, there is a trick though. You have to go into the textures properties and set them to TC_Clamp. They are normaly set to TC_Wrap, so that they wrap around. We can get more into that later.

The lighting is great. The doors are now lit like there are lights built into them. Nice job.

Now comes some bad stuff. I have made pictures so that you can see what I mean. You had some texture problems on the floor, and I was not sure what it was. I tried to align it, but it would not act right. I first saw that it was not an extra texture, but an extra brush, not one but three. I am not sure if you meant this to be like that, but I took them out and everything matched back up.

Posted: Thu Mar 30, 2006 8:34 am
by }TCP{Snowbird
Under the health vials, i marked the floor where i mean, This is a shot from wireframe mode. These are also marked, and are alittle more yellowish in color. I deleted these and the texture on the floor went normal. The textures on the back wall just have to be resized and then they fit. I will write more later. I have a doc apointment.

Posted: Thu Mar 30, 2006 12:31 pm
by }TCP{Snowbird
A few more things that i saw. Check your pathnodes next to the stairs. There are none on the stairs and 2 on the bottom. Place at leat one on the stairs and one on the top of the stairs so that the 2 can see eachother. If the editor complains that a pathnode is too close to the edge, turn on the viewpaths option and get it as far away from the edge so that the lines are still there.

Check out the light actors and lights near the "shield Belt". Somehow they got moved and are now almost in the middle of the elevator.

One more thing. The sconces are a good touch, if you turn the collision off on them the players will not get stuck while running along the floor.

All in all a very good level.

Posted: Thu Mar 30, 2006 9:55 pm
by }TCP{ZzCaT
Ermm... are you going to fix the things you found or should I?? If you fix them you will be credited and of course will have my eternal gratitude :)

ZZ

Posted: Fri Mar 31, 2006 4:46 am
by }TCP{Snowbird
Sure I could if you want me to. I would be happy to do it for you..

Posted: Fri Mar 31, 2006 8:38 am
by }TCP{ZzCaT
Please do.

TIA

ZZ

Posted: Fri Mar 31, 2006 1:30 pm
by }TCP{Snowbird
OK man, here it is. I changed a few things around and fxed the bright skybox so that you can not see the seems. You can still use the dark one if u like. I think you made adjustments to the sun? I did not do anything to it so the level may look alittle dark. Enjoy!!!!

Posted: Fri Mar 31, 2006 6:46 pm
by }TCP{ZzCaT
Thanks man, I will look into it right away :)

ZZ

Posted: Fri Mar 31, 2006 7:40 pm
by }TCP{Snowbird
I had fun doing it for ya. Any time.

Posted: Fri Mar 31, 2006 11:17 pm
by }TCP{ZzCaT
Okay here it is: DM-Examination FINAL.

I added bot paths and made the bots use the elevators. It's quite an entertaining map if I say so myself. Both DaFrank and the original author, Krull, are credited.

ZZ