#391 posted by necros on 2015/08/11 22:42:49
Yeah, know what you mean about the time... Won't get too much time this weekend so will likely just have to cut things short and toss 1000 monsters inbox something.
#392 posted by - on 2015/08/11 23:09:41
yeah, I think I am trying to do too much, and then Daz gave us more time and I decided "oh, I can do some extra unique things!" rather than actually accomplishing the original plan that was already too much :D
Should be able to get everything done, but the ending and such may suffer.
 LESS POST, MORE MAP
#393 posted by DaZ on 2015/08/11 23:10:36
!
#394 posted by Rick on 2015/08/11 23:34:01
Heh, though the fog and lighting probably needs a little more tuning it looks really cool in the game, probably better than you think, and it was inspired by photos of real lava.
I was just able to spend another few hours on it, but I think at this point all I can promise is around 1200 brushes and maybe 20 or so monsters to kill.
http://www.huffingtonpost.com/2013/09/20/photos-of-lava_n_3950497.html
(check the 8th one down in particular)
 Quick Question
The numbers output in qbsp - the left column is the total sum in your level and the right column is the total maximum that the compiler supports?
#396 posted by Rick on 2015/08/12 01:41:05
Good question. Despite having made Quake maps for nearly 20 years, I have no idea really, but I'm pretty sure it's not a maximum. It may be size information of the listed data.
 A Sad Story
#397 posted by adib on 2015/08/12 07:24:25
Me or Worldcraft screwed my level. Lost almost a day trying to fix a "mixed contents" error. At 11PM I finally managed to run the map. There was an infinite wall in the middle of the level. I'm sure you already got those, it's caused by brush faces without normals. Then I opened the .map in WC (not the .rmf), spotted and deleted these infinite brushes.
The level works again, but I lost all texture alignment and all visgroups.
If I had to hurry to deliver something by this weekend, now I'm pretty sure it won't happen at all.
There are bright sides: for the first time I got courage to make something organic with brushes and I'm very happy with results. I had a very nice and simple idea for a map to use these rocks. If only I had this idea three weeks ago... Also, I improved my method. And since the textures are all f*ked up anyway, I dropped WC and moved to Jackhammer.
I'm gonna try to finish until the last minute, but honestly I don't think it's possible. Good luck everybody.
 Sorry To Hear Adib
#398 posted by ShoTro on 2015/08/12 11:28:34
That happened to me early on. It is why I have shied away from more complex geometry since. I had to move away from Trenchbroom, Obj2Map and Worldcraft early on and just focus on Jackhammer.
That sucks.
#399 posted by Rick on 2015/08/12 15:34:05
Re-align the textures and keep rolling.
Just as a note, every mapper should have a backup plan. Before I start the editor, every time, I make a back up copy of the map, and after every pass through the compilers I keep a copy of that map. Periodically, I thin out some of the unnecessary copies, but save one for long term about every 10-15 versions. I have something like 500 MB of Wish 13 copies going back to 2010.
Lately, when I make a backup after compiling, I've found it useful to add a short comment to the map's file name as a reminder of what was changed for that iteration.
 Rick
#400 posted by adib on 2015/08/12 15:52:28
Yes, I have iteration backups. But last iteration was one whole day of work (almost) finishing the bigger room. I didn't think I was doing anything dangerous, the rocks' prefabs was already working (even posted screenies here). Don't know what caused that. Don't have this infinite wall problem since... what, 1999? Since I learnt to respect brushes and stopped manipulating vertices like there's no tomorrow.
It's cheaper to realign the whole crap again, but it will take another night. And the schedule was already tight before this big setback. I'm sure gonna try it, though.
 I've Lost Many Work Over The Course
#401 posted by mfx on 2015/08/12 16:55:57
shit happens.
I found rebuilding crucial things is done quick, a day of lost work was redone in 2 hours for me, knowing what was already in place sure helps. Also things profit from being touched twice and more often in general.
Go map!
 Jackhammer
#402 posted by [Jimbo] on 2015/08/12 17:47:55
I think jackhammer does a backup when you save or run map. I'm seeing extra files in my map folder with date / time appended.
#403 posted by Spirit on 2015/08/12 18:08:03
Get something like attic-backup and set it up for your sources as part of your build process. Costs pretty much nothing, deduplicates and rocks.
 Aligned And Kicking
#404 posted by adib on 2015/08/13 06:53:35
yes, we can!
 Almost There...
#405 posted by Rick on 2015/08/13 21:01:45
I've got my map structurally finished as of this morning. Nothing left except some trimming, lighting in one new large area, a few things for the player to do, and some monsters to kill.
Monsters could be a problem. Mostly one big area, much of it visible from the start, makes placement challenging. And I really dislike teleporting enemies in if the player can see or hear it. But I've been thinking about it for a few days and maybe I can figure out something that'll work.
 Good For You.
#406 posted by Breezeep_ on 2015/08/13 21:16:27
I'm nearly done with this small map, but I'm still thinking of the last two rooms and I'm procrastinating alot as of late.
 My Map Might Be Too Large
#407 posted by ShoTro on 2015/08/14 12:02:45
Two areas will be largely unfinished. I am working on entities and making sure you can get through the map. If I have time I will add a few secrets (I have one right now) and additional spawns, but I don't want the map to be too hard to get through. Many ideas scrapped and I am just trying to make sure it is playable.
I don't have a ton of time to make this happen... just went too far with my concepts. :-p
Pacing will be all over the place.
 My Map Might Be Too Large
#408 posted by Rick on 2015/08/14 16:44:32
Last night it took 71 minutes to run Light on high quality. I stopped VIS early because it looked like over an hour for that also. Why oh Why did I make a big cave? I've never had a map take this long to build. Gah, back to mapping.
 My Map Might Not Be
#409 posted by adib on 2015/08/14 18:50:37
the peak of my mapping skills. This is probably the biggest challenge so far: to release it anyway.
 I Think I'm Gonna Need A Few More Days...
#410 posted by Breezeep_ on 2015/08/14 18:51:29
I'm still working on some of the last parts of my map, I've got to figure out what to do with the seccond part of my map, get the lighting correct and have it sent to a tester. I'm not sure if I'll be able to make the deadline, It might end up as DLC.
 @DaZ
#411 posted by adib on 2015/08/14 20:01:35
How does DLC work? What qualifies as map jam DLC content?
 Map Submissions
#412 posted by DaZ on 2015/08/14 20:23:44
As we are getting close to the deadline, I should explain how you should get your level to me :) (another thing I forgot to put in the main post, yay!)
When your level is finished, you should e-mail the full compiled level, any required files (.lit file for coloured lighting etc) and a readme.txt for your level to me at Darren.Weekes@gmail.com
Your levels changelevel trigger should go to "start"! Important!
It will take me a few days to compile the pack together, get a start map sorted and test everything, so if you have an updated version of your level after the deadline date has passed but the jam hasn't been released then feel free to send me the updated version!
Once the jam has been released, any further updates to levels or levels that were unfinished before the release and have now been completed, can be compiled into a "map jam 6 DLC" and released separately.
#413 posted by - on 2015/08/14 20:32:50
You should really include the .map source too! I suppose you don't have to, but it's common practice in the community these days to include your level's source.
 Shit
#414 posted by DaZ on 2015/08/14 20:40:49
Yes, please include the source .map file!
 Can't Wait To Play This
#415 posted by PuLSaR on 2015/08/14 21:00:44
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