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My Custom Map


Re: My Custom Map

Postby Diego Cueva » Apr 21, 2001 @ 7:29am

wish I was good enough to be a programer...
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Re: My Custom Map

Postby Diego Cueva » Apr 21, 2001 @ 7:34am

Hey randall, your textures aren´t working well. when I run the map they look reversed. (black is white and white is black)...
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Re: My Custom Map

Postby Paul » Apr 21, 2001 @ 7:35am

Maybe I'll start with making my room...<br><br>Its basic but I'll learn how to use doors, light, sound and textures<br><br>Its a shame only 632 people visit my page out of 10000 PQ users...<br>Last modification: Paul - 04/21/01 at 04:35:47
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Re: My Custom Map

Postby Diego Cueva » Apr 21, 2001 @ 7:36am

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Re: My Custom Map

Postby Paul » Apr 21, 2001 @ 7:38am

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Re: My Custom Map

Postby Diego Cueva » Apr 21, 2001 @ 7:42am

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Re: My Custom Map

Postby Paul » Apr 21, 2001 @ 8:45am

Randall and I have been featured on !!!!
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Re: My Custom Map

Postby Diego Cueva » Apr 21, 2001 @ 9:11am

I know (I saw it before you) HA!... :)<br><br>Hey, I tested the new alpha in my iPAQ and now some rooms are slowing the iPAQ´s speed. Maybe now randall can tell me how to optimize it?... :)Last modification: Diego Cueva - 04/21/01 at 06:11:52
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Re: My Custom Map

Postby randall » Apr 21, 2001 @ 9:17am

You need an older version of WorldCraft, not the Half-life version. I'll upload Worldcraft 1.6 tonight.<br><br>I don't know what the deal is with the Textures, Diego. Which specific textures are reversed?<br><br>I tested most of them to ensure they worked, especially all the brick textures. Some of the others you may recognise from DM Museum.<br><br>DM Museum is my first map, well the first I have finished and released anyway. I would have liked to add alot of moving stuff, but was afraid the performance would be horrible.<br><br>Diego, if you want to send the map to me, I can figure out where the problems lie and help you sort them out.<br><br>I didn't realize Complex was a deathmatch map. Maybe that is why it has been redone so many times :)
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Re: My Custom Map

Postby Diego Cueva » Apr 21, 2001 @ 9:22am

Ok, randall, all textures I tested are reversed. I will send you the map and you will see that some colums have your concrete textures reversed.<br>The map is currently a texture mess and I will fix it when I make your textures work. <br><br>Thanks,<br>Diego Cueva
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Re: My Custom Map

Postby Diego Cueva » Apr 21, 2001 @ 9:24am

I noticed that the map looks very much more lighter in my iPAQ than in my PC
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Re: My Custom Map

Postby randall » Apr 21, 2001 @ 9:42am

Yeah, that is normal with all computers (different contrast and gamma). My laptop display is far darker than my e-125 which is darker than my desktop computer.<br><br>I recieved the map and will look at it now.
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Re: My Custom Map

Postby Diego Cueva » Apr 21, 2001 @ 9:43am

And what can I do about it? The light is hurting my eyes! ;D
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Re: My Custom Map

Postby randall » Apr 21, 2001 @ 9:54am

oh yeah, that is DEFINATELY a deathmatch map. Strange I don't ever recall seeing it.<br><br>I see the columns you are talking about, they sure are negatives. I'll check into the texture to see if it got corrupted when I added it to the WAD.<br><br>BTW, there is a better light compiler than Worldcrafts default. It's called ArrghLight (or something like that), which I will also post on my site since it is a little difficult to find.<br><br>I haven't checked the polycount yet. Usually, unless you do a full compile, the VIS data isn't accurate and therefore it draws far too many polys. I have seen it so bad that it drew the entire map for every frame. A full compile fixed it.
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Re: My Custom Map

Postby randall » Apr 21, 2001 @ 9:57am

Compile it with lights. If you need to see the map without lights (for debugging purposes) use "r_fullbright 1" at the console.<br><br>You don't need any light entities to compile with lights. But the map will be pitch black.<br><br>That is what is great about ArghhLight: it supports ambient lighting- so you can make a "default" lighting level without adding a single light entitiy.
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